ketch

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  1. Quote:
    Originally Posted by Computer View Post
    Well the Crates/Containers in the Lambda iTrial are not affected by Dimension Shift. That leads me to believe there is some type magnitude system in place. Unless perhaps some things are just tagged to be immune to phase?
    Given the hour and the status of my grav controller that's one I'll have to wait to test. I'll transfer him back to Virtue and maybe get a shot at it tomorrow night. If true, then they need to do a sweep of things that should be unphaseable (GMs, pylons, maybe the obelisk in CoP).
  2. Quote:
    Originally Posted by Computer View Post
    I'm not sure what you mean. The magnitude of the phase is strong enough to overcome the mob surrounding the object, but not strong enough to phase the object. It works not because I'm missing the object, but because it has sufficient protection against DS. You just need to know which objects you can and cannot phase.
    What I mean is that there is no magnitude to phase. Intangibility had a magnitude (which was variable with enhancement and level difference). Phase, to my knowledge, is simply on or off. You can DS a giant monster or a Rikti Pylon as easily as you can a minion. I'll have to toss some objects into an AE map to test them as well.

    EDIT: Yeah, just checked on an AE mish. You can phase destructible objects.

    EDIT 2: I missed the last part of what you said. Can you provide an example of an object that you cannot phase?
  3. Quote:
    Originally Posted by recalx View Post
    wow....
    so, you just took away the only measure of unique control i had on my grav/fire with this, and basically went on to destroy every build that used dimension shift in pvp.. which is every single grav build ever played in pvp.

    now there's zero reason to pick grav over ice if you want to slow or mind if you want to run disruption. thank you. coming from the only person using a grav dom in the last pvp league, i want to say thanks again and again. i'll be gutting my toon and putting all of my sets into a mind/fire.

    buff mission accomplished.
    First, this is a buff for the vast majority of gravity players. Unfortunately, the needs of the few are sometimes victim to the needs of the many. Gravity in pvp is a subset of a subset of the entire player base. There may be a workable solution to what you'd like to see for PVP, but you'll have to stow the poor attitude and try to be constructive if you want to hold any hopes they'll dedicate the time and effort. Or, as a mantra I've often seen touted by pvpers, learn to adapt.

    Quote:
    Originally Posted by Computer View Post
    Perhaps if I grab my four Dimension Shift loving friends and we all link arms? I'm sure we can make a large enough barrier with our space warping abilities.

    In seriousness though, I'll be sad to see the current form of Dimension Shift go. That’s not to say I won't find use out of its new form (obviously PvE only), but that I have gotten fond of its current form and its Bag O' Tricks style usage.

    If you would Arbiter Hawk, could you make the new location based power able to be permanent and stay the same magnitude? At least then I will still be able to Phase enemies around Crates/Containers while safely blasting away at the Crate/Container itself.
    Magnitude doesn't exist on phase powers. That hasn't been a factor in DS for a long time. And honestly, isn't that a bit of an unreliable trick? What happens when you phase the object you want to destroy?

    On another note, will Black Hole be receiving the same treatment as Dimension Shift? It shares all the same problems after all.
  4. Hmmm, black wolf maybe? I kind of hope not.
  5. Quote:
    Originally Posted by recalx View Post
    And at 20 seconds, compared to the 30 it currently lasts in PVE, everyone in PVE is also getting the short end of the stick, they might just be too fascinated by the shiny to realize that it's a pretty big nerf.

    if it's going to be a toggle, it should be an enemy based toggle.
    We haven't seen any adjusted numbers yet so I'd be hesitant to call out more down time on the new DS. Even so, I have rarely encounted a situation that has needed or even benefited from 30 seconds of phase in the PVE game. In fact, one of the most commons complaints is that DS is far too long at 30 seconds.

    Quote:
    Originally Posted by SerialBeggar View Post
    In simplistic terms, what's the difference between phased and intangible?
    As it was, if something was intangible it was basically the same as having the Affect Only Self status and Untouchable status applied at the same time, similar to Sonic Cage or Detention Field but with the removal of the hit collision box so entities could share the same space. It was its own status separate from those found in the capture powers despite similarities. There was no way to affect a target that was made intangible.

    Phase, on the other had, allows two entities in the same phase state (phased or unphased) to affect each other. For example, you phase an enemy; it cannot hit you because you are unphased. You could, however, use Dimension Shift and follow it Phase Shift and you'll be able to affect the enemies you hit with DS. Phase was introduced via PVP and was quietly leaked over to PVE without many people noticing.

    Quote:
    Originally Posted by Jibikao View Post
    This is cool idea because if I remember correctly, they allowed phased players to be able to hurt another phased player.

    The only problem I see this is that players can enter phased area to avoid damage until the foes enter the area so they can fight each other. lol

    I don't know man. I think an AoE Phase is just a bad design to begin with. They are trying to make a bad design a bit better but it is still a bad design. I don't care much about DS. I still won't take it. It is a bad panic button because other players will get confused and if the situation is bad, I run!
    Yes, they added phased combat first in PVP, but it also already exists in PVE as well.

    Players could hide safely within the Phase zone, but they wouldn't be able to affect anything outside of it either. Essentially, it would just deny the enemies the opportunity to attack at range, but would do the same for the players who enter in.
  6. A Dimension Shift that phases allies and enemies alike would be very cool, but...

    I just did a little testing with my Warshade and the Blue Wisp pet. It seems that when the user phases (using Nebulous Form), toggled pets (Blue Wisp in this case) phase as well. I am conjecturing that Dimension Shift will use some sort of toggle pseudo-pet. In which, case if the owner entered the shifted area he would be phased and the pet along with it, no longer affecting unphased enemies. This may also spell problems for anyone trying to use Dimension Shift in conjunction with any of the self-phasing powers. All just conjecture at this point though...

    I do look forward to testing these changes and some of the unusual situations that may crop up.
  7. ketch

    New Grav Tweaks

    I think that would be a smart move Oliin. I wish they'd do the same for Jolting Chain. I have no idea what the aversion to knockup may be on the devs' part.
  8. I use Archmage often... and it has a neat accolade power associated with it.
  9. Quote:
    Originally Posted by Schismatrix View Post
    With most enemy phase powers intangibility enhancements increase magnitude, not duration. Slotting Intangibility allows the power to affect higher rank critters. IIRC Detention Field can even be used to phase AVs after slotting for it. Is Dimension Shift different?
    Yes, it is very different. Dimension Shift is, and has been for a while, a phase power which has no magnitude. It works even on Giant Monsters though some of the visual effects don't kick in because they are tied to the old Intangibility. Detention Field and Sonic Cage are Affect Only Self/Untouchable and cannot be slotted for Intangiblity, but can have their magnitude increased by Hami-Os that affect mezzes. Because the Intangibility enhancements enhance the old effect of Intangibility and not Phase, they have virtually no effect at all. I brought this up about two years ago, but so very few people used or cared about the power that no one else bothered to address or confirm what I had observed.

    Just for a bit of clarity for anyone that skims that thread, at the time I believed DS was working with Affect Only Self/Untouchable. Only later did I realize it was true phase, allowing for such things as DSing a crowd then using Phase Shift or Ethereal Shift to combat them for a few moments more.
  10. I agree that Dimension Shift will probably still be limited to a panic button. It simply doesn't match the pace of the game very well. Making it into a toggle is a huge shift in usability, but it really needs to go a step further. In my opinion it needs to also phase allies that enter the area of DS so they can continue to combat enemies.
  11. Quote:
    Originally Posted by DarkCurrent View Post
    1) I still won't use Dim Shift on a team. Maybe while solo. At least then I can know the targets i've phased. But on a team you'll never get your teammates to realize who's targetable and who's not. They just end up wasting attacks. Sometimes expensive ones. Also, the intangible enhancers still don't make sense to me.
    Intangible enhancements... yeah. Part of the problem is that they only enhanced the intangible portion of the power, meaning enemies would break free of the immobilize and start moving around before DS even ended. When they changed DS to a phase, things became even more convoluted as the phase, intangibility, and immobilize rarely seemed to align well.

    Quote:
    Originally Posted by PleaseRecycle View Post
    Actually I'm pretty glad that the devs still care about the game looking and feeling cool! They've done an excellent job of continuing that lately so removing unique effects would be quite the backwards leap. The change to wormhole's aggro is enormous and is exactly the buff gravity control needed to become competitive. All the other buffs are gravy. Eat your buffs 'n gravy secure in the knowledge that right now gravity is some thin gruel.
    IMO, making the power look cool is a task for the art department. The Powers folks need to focus on making the powers functional and fun. Making Wormhole aggro free certainly solves some of the problems that kept it from being fun, however, it remains to be seen if that will be enough.
  12. Quote:
    Originally Posted by CormanStark View Post
    Dimension Shift - The toggle helps, but whatever benefit is gained by taking the mobs out of the fight is largely negated by teammates wasting attacks by trying (and failing) to take them down. Single biggest help? Make DS'ed enemies untargetable! It would be nice if you could make the status aura unmistakable, but when scrapperlock or blaster ????* is in full swing, people are just tabbing the targetting block and trying to mow down the baddies.
    Making DSed targets untargetable creates a problem. When you shift yourself via powers like Phase Shift or Ethereal Shift, you are able to affect the enemies and vice versa. If you made them untargetable, that would cause trouble for anyone trying to utilize this mechanic.

    Quote:
    Originally Posted by Arbiter Hawk View Post
    Right now we're not planning on changing the knockback to knockdown in Wormhole. The KB actually synergizes really well with the new Dimension Shift, since you can grab a bunch of enemies and throw them into your Shift's sphere. I also just think the power feels/looks a lot cooler as "throwing enemies around with gravity" rather than "dropping enemies somewhere else with teleport", which keeps it much more in Gravity's kit. The scatter effect of the KB is easy to contain with environment if the player desires to contain it, and if they don't, the stun duration is long enough such that it's still a very effective control power.
    First, "feels/looks a lot cooler" isn't a balance concern and it's a bit disconcerting that it's given weight in this matter. Secondly, the KB only decreases the synergy Wormhole may have with the new DS by making it more unwieldy as a positioning tool. Of course, this has been an issue with Wormhole all along. It fulfills its role as a mez, but is cumbersome, even detrimental, as a positioning tool. While players have compensated for WH's knockback with environment, it still leaves the problem of unsuitable environments and enemy groups that have varying levels of knockback protection in their ranks.
  13. Quote:
    Originally Posted by dugfromthearth View Post
    I know people have been doing speed TF's for as long as they can - but this was different.

    In low level content someone might be able to stealth to the end of a mission, find a safe place and teleport the team, then attack the boss. But in this solo characters simply ignored the enemies they ran past and soloed a crystal while all of the surrounding enemies attacked them, ignored the enemies and ran to the next crystal. The enemies simply were not a challenge or a threat.

    At the end of the ITF to get the 300 kills they flew to the towers and used ion judgement to simply wipe out hundreds of foes (presumably multiple ion judgement, but I don't know). Wiping out 300 ITF took maybe 1 minute.

    There is a difference between doing at TF as fast as you can - which I am fine with - and the TF not presenting a challenge except how fast you can run or fly.
    I'm with others in thinking this may just be due to the ITF being the weekly. I've certainly seen fewer speed runs since many people want to acquire shards along with their notice as the end. The nature of those speed runs has changed though; rather than a few solidly built characters solo'ing sybils and crystals, the rest of the team seems as if they can keep up a bit better.
  14. Quote:
    Originally Posted by DJ_Korith View Post
    Hasten, Ageless Destiny, and a Kin or two hitting you with Speed Boost might do the trick - though if you're going with SOs/HOs, getting to Ageless Destiny probably isn't going to happen.
    I don't, and probably most others don't, consider it perma-dom if it is sustained by another character.
  15. I'm still holding out for a witch's broom.
  16. Confuse can be useful in Keyes. Confused Warworks don't count as present at the terminals. However, to reliably confuse the whole spawn you'd probably have to play as a dom or a mind controller (to stack and pick up those you missed). Unfortunately, the same trick doesn't work in the TPN.
  17. ketch

    Caltrops

    You can toss in the chance for Knockdown proc to make them a little more effective mitigation. I tried them, but ultimately respecced out of them.
  18. I opened a few gifts, fought a wild WL, and visited Lord Winter's realm once. I did buy the pack so I can access those costume parts year round. After 5 years, I'm just not up for most of the winter event anymore.
  19. Quote:
    Originally Posted by DarkSideLeague View Post
    Agreed - calling the new Atlas and Mercy arcs "Content" is an insult to content.
    I wouldn't say that the new Atlas is terrible. (I haven't done Mercy yet.) It's good for what it is, which is an extended tutorial for new players. That leaves little for old timers after running it once. But then who was running the intro arcs before it came along anyway? It seemed like most people ran the old sewers until level 8 or so and then started doing radios in KR.

    As for First Ward, I liked a lot of things about it. It had a good atmosphere and the story was initially pretty interesting. About the time the Midnight Master shows up it takes a turn towards being comical and kind of ruined the tone they had built up until that point. Also, there were a few missions in which they hit the ambush button too many times.
  20. Quote:
    Originally Posted by Wavicle View Post
    No, it's a side issue. I did bring it up myself, but it's not the point I was talking about. Forget it. Some people are just fixated on Arachnos being godlike no matter what other people are trying to discuss. This conversation is not what I am interested in. Happy New Year.
    Your premise is that a ranged/armor AT would be overpowered. You supported this with two pieces of evidence: A.) They have not been created yet and B.) There are limitations imposed on EATs. Evidenced by your statement here:

    Quote:
    Originally Posted by Wavicle View Post
    But my initial point I believe cannot really be argued: that the Devs think range/defense is overpowered without Severe limitations (on damage type among other things) is demonstrated not only by the design of the Epic Archetypes but also by the fact that they have not yet made such an archetype. To make it and have it be Neither A) gimped Nor B) overpowered is a balance nightmare.
    One can hardly argue against the omission of a full ranged/armor AT. Though its absence as evidence of the devs' motivations is arguable. There are, after all, many things they've wanted to add to the game that are/were deemed impossible or too much work. Your second supporting argument is one that a fair number of people have called into question and it's hardly unreasonable to be asked to expound on your thinking of it. It hardly seems like any one person's fixation, though perhaps you've had this conversation with other forumites before.
  21. Quote:
    Originally Posted by Wavicle View Post
    Look at what ACTUALLY is available in those power picks.

    The secondary of the Widow has several powers that BY THEMSELVES are noticeably WEAKER than other ATs equivalents (TT:M stands out, compare it to the Time Manipulation Farsight ability). The Widow has those extra powers because it NEEDS them to match up in power to a real support set. Want your Widow to be a ranged damage dealer, great you can respec to Fort, but by doing so you Lose the advantages of the Widow.

    The point is not that the Arachnos ATs are soooo limited (they're not, they're great and fun, I play them, I like them) but rather that they are not any Less limited than any other AT.

    I don't even know why I'm responding to this, it has NOTHING to do with the topic.
    Hold on a second, are you comparing Tactical Training: Maneuvers with Farsight? Shouldn't you be comparing Mind Link to Farsight? In which case, Mind Link offers better defenses in all cases except for Defenders (or when paired with Power Boost). Or compare TT:M with Maneuvers itself? In which case, TT:M is better than even the Defenders' Maneuvers.

    You begin the thread on the premise that VEATs have some limitations imposed on them. I'm not quite seeing that anywhere. Aside from some endurance issues, they're quite adept at dealing damage, buffing their teammates, and maintaining high personal defense. Could you elaborate on the limitations you feel they have?
  22. Quote:
    Originally Posted by AnnaPuna View Post
    I agree that the presence pool by itself is not worth it but for toons with other fear powers it can be great.

    For my concept Fear-brute I love the pool. Brute, dark/dark with all fear powers. Jump into big mob press the area presence fear and minions and luits are feared right away and the bosses get the picture 1 sec later (assuming that you put some good tohit in cloak of fear).
    With this toon I can even fear AV's for a good time as long as my haste is up.

    AP
    But in order to get it, you've got to pick up a taunt despite have a far superior version in your primary. As for AVs, you'll only being able to fear them during periods when their mez protection is down, at which point someone else on the team is likely to simply hold them. Even assuming you were solo, Touch of Fear and Clock of Fear are enough to stack mag 5 to overcome inherent boss level protection. Basically, you've burned 3 power picks on redundant and scantily useful powers.
  23. ketch

    New Powersets

    I'd like to see a wild animal summoning set, a plant based buff set, and possibly an earth/stone buff set as well.
  24. Quote:
    Originally Posted by New Dawn View Post
    Presence Pool Fears are alright if you are going about a character based on Fear.
    NOPE.

    If you're going about a character based on fear, this would be the absolute last resort. Roll up a Mind troller or dom, a dark defender or corrupter, even a melee AT with Touch of Fear and Fear Incarnate. There's nothing alright in any sense of the word with the huge endurance cost, low magnitude, poor duration, low accuracy, and opportunity cost to reach the fear powers.

    Even with concept on the line, I wouldn't touch these stinkers.
  25. Quote:
    Originally Posted by Rodion View Post
    It's not that high defense is bad, it's just that some dominator primary and secondary set combinations can be rather tedious to to get both permadom and decent defense on.
    I think this is am important part to note. There definitely are some primaries and secondaries with better slotting options. Ice, for example, can slot the purple confuse and sleep sets, but must slot one power sub-optimally and take another that is lackluster. Overall, however, I think dominators have very good slot options because of the mixture of melee, range, and mezzes available to them.

    Quote:
    Originally Posted by RiverDusk
    I use to be all for going for defense and softcap, but I've been jumping off that bandwagon a bit more recently. I think it really hit me when I realized one of my controllers with moderate defense (25-30% range) who went with a resistance epic shield instead of the defense one seemed more survivable than the one who was softcap s/l defense, but with no resistance.

    I usually stay away from defense shields now like ice or scorpion (although ice epic is hard to stay away from on doms just due to sleet). But I find I do better going for say 32% defense and picking up a resistance shield instead. Having a nice 50% or so s/l resistance does wonders and that resistance is much tougher to get than finding ways to pick up an extra 13% defense. If you are solo, purple inspirations are dropping to you like candy and if you are on a team chances are very high someone is going to have at least a minor defense buff. You can even pick up the kinetic shield temp power buyable at any wentworths good for 30 mins if you really want to get you there (it gives about 13% s/l defense and it comes with energy resistance too, surprised those things aren't more popular).
    Given the way that defense works, I'd have to disagree. Smashing/lethal defense blocks more than only smashing/lethal damage. Resistance, unfortunately, is limited to only to the types it specifically covers. Also many of the sources of extra defense also supply extra resistance (inspirations, teammates). Though the tohit cap in Incarnate trials does help out Resistance, but lessen the effects of defense.