ketch

Legend
  • Posts

    1596
  • Joined

  1. Quote:
    Originally Posted by Diellan_ View Post
    The reason there is that they flagged the Toxic Resist effect to ignore both buffs and enhancements. The Devs can either flag a power to ignore buffs (in which case enhancements still work), or they can flag an effect of a power to ignore both. So while they could change the Cold Shields to be buffable with Power Boost, you'd no longer be able to enhance the resistance portion.

    And the Sonic and Thermal shields would still be out on a limb.
    As it should be. Cold Domination is already a strong performer. If the shields were PB-able that would really drive a nail into FF's coffin from a min-maxer standpoint.

    Allow my to clarify my response to this:

    Quote:
    I wouldn't be surprised to see the Devs give Force Field a "buff" in the form of adding some extra resistance to the shields (S/L on the first, F/C/E/N on the second) and flag them as being unaffected by buffs and debuffs.
    If a change were to be made to Force Fields I would hope that it retains the ability to Power Boost its ally shields. I don't wish to see the same treatment given to other shielding sets.

    However, I do feel the ability to give 24 allies Power Boosted shields with a nominal endurance cost is overpowered. My suggestions have been directed at correcting this corner case.
  2. Quote:
    Originally Posted by Diellan_ View Post
    Not to make it unaffected by Power Boost specifically. The Ice Shield powers are tagged to not be affected by any buff or debuff (so Weaken and Benumb doesn't change them, either), as is the standard for any power that buffs or debuffs Resistance (this is because Resist and Damage are the same modifier, so if they didn't flag it, then your damage buffs would act as resistance enhancement in that power). The imbalance here, as noted previously in the Defenders Issues thread, is that this means that none of the shield powers are affected by Power Boost except for Force Field, because they all have some kind of resist component, somewhere.

    I wouldn't be surprised to see the Devs give Force Field a "buff" in the form of adding some extra resistance to the shields (S/L on the first, F/C/E/N on the second) and flag them as being unaffected by buffs and debuffs.
    Actually, Deflection Shield already has a 40% resistance buff against toxic damage. Insulation Shield also has resistance to endurance drain, though I'm not sure that mechanic falls in line with how resistance/damage works. Scorpion Shield also has toxic resist and, if I recall correctly, is affected by Power Boost. Again, I don't know the mechanical reason that toxic is exempted from the PB exclusion.

    At any rate, considering this issue a bit more, I ponder if the following was possible: insulation/deflection shields casting two effects, a PB-able one on the target alone and a nearly identical but un-PB-able AoE centered on the target. This thought was spurred by Increased Density granting mez protection only to the target but resistance to allies in the area. This would allow FF to retain the advantage of having Power Boost for select targets.
  3. Here's a good reason to play an FF defender in trials: Nerve Core Paragon, Clarion Radial, Epiphany, and Power Boost can push your ally shields to 51% def. Anyone that sits within your Dispersion Bubble will be softcapped to the new trial standard of 59% def.
  4. Quote:
    Originally Posted by Draeth Darkstar View Post
    As Agge mentioned, Fortitude was a ridiculous example to use because of its role as a single target exclusive buff as opposed to a full team up time buff. You twisted my words to mean something they clearly did not and that is an unfortunate tactic to take in a debate.
    You stated something which held implications that you did not consider. That is why I asked a question that would allow you to clarify your position.

    Quote:
    ...the size of the team is irrelevant because the league content has egregiously superior chance to hit to normal content.
    The number of targets affected by any power is a balance concern. I concede Fortitude is a poor illustration and point once again to the Leadership pool, powers limited to teammates only due to their strength when stacking. While the difference between the softcap and trial softcap make a significant difference for most defensive builds, it is not such a difference that we can dismiss cumulative defense buffs. In fact, a Force Field defender with Power Boost, Clarion Radial Epiphany, and Nerve Core Paragon will very easily hit the 59% defense necessary to softcap in trials without the use of IO's. That egregious chance to hit can be neutered by a single individual.

    Quote:
    So, rather than even bother with any kind of back-and-forth about this, I'll just reiterate my point: If the developers feel that Power Boosted Force Fields are too powerful, they will change that interaction directly. I personally do not and have not even noticed a marked performance increase in Leagues that I could attribute to better defense - most league members are still being hit as often as not because there are such magnitudes of defense debuffs available to league mobs. Frankly speaking, Force Fields is something of a relic of a set anymore anyway and I don't see any reason to invalidate the one and only advantage it brings to the table over Cold, which has several amazing debuffs available to it as well as Frostwork.
    I'm with you on this. I don't think the synergy between Force Fields and Power Boost should be removed as I stated in my initial post and second post where I state "PB should affect the shields as it always has." I almost raised the same issue in respond to IantheM1's post. However, I do feel some balance needs to be struck and the devs sometimes require nudging to see where things can be improved.

    Quote:
    As for scaling endurance costs - why? What purpose does it serve? Consider that when you're talking about game design. Is this a valid opportunity-cost issue or is it really just going to make something that shouldn't be a prominent element of gameplay stand out more, by being more time consuming to recover from and thus more frustrating once again?

    The answer to that question is the latter. The buffs will still be cast, it only serves to make the buffer's gameplay worse by blowing their entire endurance bar because they're on a league.
    In regards to buffing there have always been three costs: casting time, endurance, and opportunity cost. This change has severely reduced casting time and reduced endurance cost. Opportunity cost for PB'ed shields was only an issue before IO's made it possible to PB shield the entire team, and now that has been removed. While it has removed the tedium of buffing, it has increased the mindlessness of it. Little thought needs to be spent on when, who, or how to buff and to me that makes the gameplay a little less interesting.

    There needs to be, in my opinion, something there to make the player consider how they're buffing. Considering endurance is a penalty that can be quickly recovered with a few inspirations, it's a mild step back. In fact, it would put endurance usage on a standard team back where it used to be. As is stands now there are already some discussing the irrelevance of endurance slotting in the ally shields here.

    Quote:
    Heals are not scaled in cost per target. Attacks are not scaled in cost per target. Controls are not scaled in cost per target. Buffs should be no different. The developers finally, just realized that increasing the endurance costs of the Mastermind upgrades was a mistake. You're really barking up the wrong tree.
    Mastermind upgrades are an excellent example of the pendulum swinging back and forth. At one time, all pets had to be upgraded individually. It was tedious; as a result it was changed to become a one-click upgrade for all pets. The endurance cost was increased with this in mind. Perhaps, it was adjusted too far. The pendulum swings back and the endurance cost of upgrades has been lowered.

    I feel the developers have overshot with their implementation of AoE buffs, something they're generally cautious to avoid. However, I fully anticipate that some change will come down the line.
  5. Quote:
    Originally Posted by Aggelakis View Post
    The buffs they changed (well, other than Increase Density, which just needed a buff anyway) were all buffs that were meant to be kept on the whole team all the time. Fortitude is not such a buff.
    I asked this in opposition to Draeth's statement that the team size, and therefore number of allies, affected was irrelevant. I don't feel that it is irrelevant and Fortitude is a prime example of that. Stronger buffs should have limitations to how many allies they may affect. Or perhaps, we could look at the Leadership pool, deemed powerful enough that they should only affect you and 7 teammates.

    And while, yes, ally shields were meant to be maintainable on teams at all times, they were not reasonably maintainable on leagues (including pets). That's the trouble here. Team balance hasn't been dramatically altered, but league play has.
  6. Quote:
    Originally Posted by Draeth Darkstar View Post
    Or we could, just, yanno, not go back and make the game frustrating to play as a buffer again.

    If power boosted force fields aren't a problem they aren't a problem, and if they are a problem they are a problem, the size of the team is irrelevant because the league content has egregiously superior chance to hit to normal content. If the developers deem that it is a problem, that specific power interaction can be adjusted without making it suck to play force fields again.
    Allow me to ask this: should Fortitude have been made an AoE buff as well? If the size of the team does not matter, one can infer that the number of allies buffed does not matter. Why then is Fortitude still limited by its recharge?

    Of course, I don't feel Fortitude should be made an AoE, but it illustrates the point, I believe, that the strength of a buff and the number of allies it can affect are both relevant matters. It was a tedious matter to buff an entire league, but as I said, it was impossible to buff them with the superior effects of Power Boost. PB'ed ally shields came with an opportunity cost, deciding one teammate needed the extra def meant another would miss out.

    Note the AoE buff change doesn't offer only convenience, it also offers a substantial endurance discount with each additional ally buffed. You're now using half the endurance to buff two allies, a third for three, etc. Those endurance costs should be changed and a cost per ally affected seems to be the most equitable way to do it. Even a cost of 2.5 endurance per ally would be a discount from the previous cost of buffing a team of 8, but enough to drain most of the blue bar when buffing a league. That's all. We can keep the one (or two) click buffing, reducing the tedium of buffing, without giving away buffs for free.
  7. I'd say masterminds of all sorts benefit from this. Even if you don't have ally shields to cast, your pets are now benefiting from the shields that a teammate may not have bothered to give them before.
  8. Quote:
    Originally Posted by IanTheM1 View Post
    ...As long as you take the right ancillary pool. That's not sound balance.
    Or the radial branch from Clarion Destiny which offers +special.

    While I would leave Power Boost's effect on FF alone, I will admit it's a bit problematic. I think PB should affect the shields as it always has, but I could concede that a smaller portion made PB-able (or offer a lower +defense buff in PB itself). However, I don't think Power Boost is the root of the problem.

    Really, I feel the greater offender hear is the AoE buffs. Prior to this change, PB'ed shields will limited by the recharge on PB. If you were attentive and built your character for recharge it was possible to keep the team under such strong buffs. However, it was tedious. It meant bubbling in shifts, usually of two teammates at a time. It was also impossible to keep 24 players always under the effects of PB'ed FF's. To me that's a more offensive balance problem than an 8-man team being softcapped even though I enjoy the new AoE ally shields.

    Frankly, there should be some balancing done to these powers. They're substantially better than before due in one part to the buff but also to the new teaming environment that excedes 8 allies. One proposition is to adjust the endurance cost in a fashion similar to the way Repulsion Field works, for each target affected it cost an additional tick of endurance. Shielding an entire league should probably tank your endurance.
  9. Quote:
    Originally Posted by DMystic View Post
    Because it also buffs defense debuffs.

    and the two are intricately tied together systems wise, so much so that it would be impossible to buff one without buffing the other.
    However, as we see with ice shields, it's entirely possible to flag powers to be unaffected by Power Boost. Personally, I'm glad they didn't. People complain that FF is lacking and should be king of defense buffs. Well, now it is.
  10. Most dominators are so self-sufficient that the pets don't patch up any major weakness, compared to a controller, for example, who may really desire the mez protection from the Nemesis support pet. Of course, they may take Clarion to solve that problem as well. So, I suppose, the long answer is that the pet to take varies on from build to build.

    On my plant/psi, I'm taking Polar Lights for extra assault and on my earth/fire I'll be taking the Storm Elementals to debuff things outside my Earthquake.
  11. Quote:
    Originally Posted by Draggynn View Post
    On the brightside though, the 10 shards -> 5 threads conversion is now free, and other prices have been lowered, so the incarnate prices without trials have gone down substantially. I still don't think it's where it should be, but it's an improvement.
    Unfortunately, the Notice --> threads option now costs 12.5 million. Running the weekly strike target was a nice way to gain, essentially, two common components outside of a trial. I'm not sure why the Incarnate system must have an influence sink associated with it.
  12. It's not the expense of the pvp IO's that is the primary problem. The bonuses you acquire could be easily found in other sets with fewer slots. More importantly, if you increase the uptime of your Regeneration Aura you won't need to utilize sets that grant regeneration bonuses. Shield Wall, for instance, does not offer bonuses I'd search for on a non-melee character.

    As I had mentioned, recharge should be a goal for this build or for most controllers. With faster recharging controls, you can keep your team safer and buff them more often. You could easily have Stalagmites charging 10 seconds faster, Earthquake 15 seconds faster, and Volcanic Gasses with less than 10 seconds downtime. As for Empathy, it is a secondary that benefits significantly from recharge bonuses because it's most useful powers tend to have very long recharge. While your auras can't be made permanent they can be reduce to less than 1/3 downtime. With enough recharge you'll move from keeping Fortitude on one player at all times to keeping it on 4-5 at all times. You could keep Adrenalin Boost on someone at all times.

    Now let's look at some of the powers that have been mis-slotted here:

    Fossilize: A staple power and Basilisk's Gaze is a good set. However, the biggest appeal comes from the 7.5% recharge. Status resistance and Regen aren't very useful on a controller. You can shore up the essential aspects of the power with an acc/rech/hold from another set or use Hami-O's to enhance acc and damage.

    Stone Cages: Gravitational Anchor provides more immobilize duration than you'll need. You can easily drop the Immobilize enhancement from the set and utilize that slot elsewhere.

    Quicksand: A nice power, but not one that needs any kind of enhancement beyond its initial slot. Give it an end. reduction or a Hami-O to enhance its defense debuff.

    Stalagmites: Another case of a slot to far. The debuff proc here is mostly useless. Most enemies will be stunned for it's duration and the proc will do nothing. Use that slot elsewhere.

    Volcanic Gasses: Lockdown's +2 mag proc works wonderfully in this power. Every time the geysers fire, the proc will check to hit the affected enemies. This helps VG stack mag and hold bosses more efficiently. You could easily drop the damage proc in favor of this.

    Animate Stone: There's nothing wrong with your slotting, but I prefer Expedient Reinforcements for the recharge bonus.

    Fortitude: This power grants the same defense as Force Field's bubbles (11.25% def), however, it provides defense to everything, including psi, in one power with a damage and to hit bonus on top of that. The draw back is that it isn't easy to keep up on several people. However, 4-5 targets is a realistic goal with enough recharge. Squishies, especially those with high damage attacks, greatly appreciate this. I generally put 5 pieces of Red Fortune here to enhance defense and recharge while picking up the 5% recharge bonus.

    Recovery Aura: This not only deals with teammates endurance issues, but also your own. While active, it give you 8 times the endurance of Stamina and makes it difficult for anyone to wreck their blue bar. Five slots of Doctored Wounds works well and grants another 5% recharge bonus.

    Regeneration Aura: 500% regeneration. That's comparable to Instant Healing from Regen (at 602%), however, this is for everyone in the aura. This will greatly reduced the need for Healing Aura and it's associated endurance cost. I personally frankenslot this to get end mod and recharge though there are some appealing bonuses you could pick up with sets.

    Adrenalin Boost: 500% regeneration and 800% recovery with a 100% recharge bonus and resistance to slows. This power is amazing. Have an less-than-sturdy tank? AB and Regen. Aura will keep him on his feet. Blaster loves to nuke? With a single End Mod. IO, you can provide 1100% recovery, enough to overcome the crash from many nukes. Dominator that isn't quite up to perma-dom levels? 100% recharge can shore up that trouble. Unfortunately, you'll only be able to keep it on one person at a time. Deciding who depends on the team composition and players. For slotting, I use 5 Doctored Wounds and an End Mod IO (for nukers as explained above).
  13. Without being able to see the build in Mid's I can still see there quite a few things here that are sub-optimal. With many of these sets, the sixth slot is a waste, both in terms of enhancement and for weak bonuses in the final slot. Gravitational Anchor and Absolute Amazement, for example, are not worth investing a sixth slot into for the toxic resistance. Then there are the extremely rare, e.g. very expensive, pvp IO's.

    You've also underslotted your auras and Adrenalin Boost. These are definitely worthy of 4-6 slots. Look into Doctored Wounds. It's a nice set for healing and regen and offers a 5% recharge bonus. Fortitude should be slotted for defense rather than tohit. Your debuffs in Earth will make sure things are being hit. There's another place you can pick up a 5% recharge bonus with Red Fortune.

    My basic advice is this: focus on recharge bonuses. When you hit the slot you need to get thatdedicate more slots to the power round it out with what it needs (heal, acc, recharge, etc.) Six slotting with IO's is rarely necessary or even desirable unless the final slot offers a very appealing bonus.
  14. Quote:
    Originally Posted by PhroX View Post
    Nichijou - As the English title - Ordinary Life - suggests, this is a slice of life show, featuring the everyday adventures of a gorup of schoolgirls. And a 8 year old scientific genius. And a talking cat. And a robot girl with a giant key in her back that may or may not have something to do with her rocket propelled toe. And a boy who rides to school on a goat. And a...well, just watch it and see. It's brilliant.
    Nichijou is delightfully absurd, but somehow it doesn't have a frantic, over-the-top pace. It's good for a nice, relaxing chuckle.
  15. Quote:
    Originally Posted by Oedipus_Tex View Post
    So only a bit more than the cost of a +3% PVP defense IO plus 205 Astrals?
    That's a nice bit of comparison. Fancy costume bits or a recipe that I can sell to fund my next 5-6 alts? For me, that's an easy choice.
  16. I saw a lot of unhappy customers when this information reached some of my global channels. I forsee more rabbling when it reaches the general public and more casual players.

    Some of the chest emblems are so underwhelming that I fail to see why they're locked to begin with. I'd add the same comment for the emotes.
  17. Speaking of knockback, Jolting Chain, in my opinion, should have been a low magnitude knock up, probably .67 mag. For mitigation, it gives the same result as knockdown and appears the same. However, it would let Jolting Chain actually use some of the knockback sets without turning into random hopping scatter.
  18. Quote:
    Originally Posted by Primantiss View Post
    Perfect example is Prot Bots, who don't even HAVE a melee attack, but insist on going into melee range quite often.
    And Phantasm. No melee attacks, closes to melee.
  19. Quote:
    Originally Posted by Wavicle View Post
    Gravity control IS worth taking. For controllers.
    That, sir, is an opinion, one with which I will respectfully disagree.
  20. Quote:
    Originally Posted by Impish Kat View Post
    The only thing I'm really scratching my head over is the bit about MM's & 'Trollers needing to be unlocked if you allow your account to lapse to "premium".

    So, I have several 'Trollers that I play, have played for years, have paid to be able to play; BUT if I dare allow my account to go to "premium" status, I will have to PAY AGAIN (with Reward Tokens) to be able to play them (and then they will be permanantly unlocked regardless of account status)? .... I reeeeeeaaaallly hope I am misunderstanding something there.

    .
    Likewise, nearly my entire stable of characters is comprised of controllers. That's a hefty blow.
  21. Quote:
    Originally Posted by DarkGob View Post
    Running the name-release script sounds like a good idea, until you start to look at all the people who have been returning to the game after 3, 4, even 5-6 year absences lately. Who's going to be inclined to stay renewed when half of their characters have been genericed in the interim?
    It's far better to serve the actual paying customers so that they remain than the hypothetical returning customer. Also, bear in mind, it's been nearly half a year since the release of GR which drew many back, even if only temporarily. If they didn't come back for the new experiences in GR or the Incarnate stuff, odds are they aren't terribly interested in the game anymore.

    As for the lowbie experience, I recently rolled a stalker. I definitely couldn't find a team in broadcast, but I was able to keep an 8 man team rolling through papers with a little use of the search tool and a few global channels. In Praetoria, I generally find two demographics: people who play in small teams or solo so they can enjoy the story and people who enjoy large groups with the goal of getting the hell out of Praetoria.
  22. Quote:
    Originally Posted by Memphis_Bill View Post
    I'm not sure if that's doable - none of the current status protection powers do that, either, to be fair (IE, you pop a breakfree, you still have the mez there. Toggle Practiced Brawler on, it's still there. Stack more holds and you're held again.)

    Of course, none of those (except the breakfree) are "Toggle while held," either.

    (Random minor buff idea that just popped up - innate resistance to psy damage. Why? Two minds in one body instead of one. Doesn't come into play a *lot,* I know, but as a flavor thing...)
    If nothing else, mez resistance needs to be added to Dwarf forms to shorten the length of mez durations. Using Dwarf like a break free is unrealistic, when you're faced with super long stuns (Malta and Knives). And other than Granite, is there an other power that offer mez protection but prevents using other powers?
  23. Quote:
    Originally Posted by Bill Z Bubba View Post
    Citation needed. Some spawns, like some of the DE in the tip missions, have been given higher base tohit. There appear to be some enemies that are getting tohit buffs in Praetoria. This changes nothing for all the rest of the content.

    The only way to fix the "everybody gets SR levels of defense" issue is to fix the bonuses coming out of IOs. What have they done there? Added more by giving some typed where positional was granted, gave positional where typed was granted and nerfed BotZ.

    That's not a fix.
    Huh, I didn't not realize that. I ran up against DE in a mish I had set to x8 and got shredded. I thought I was just being careless.

    In regards to the Incarnate system, I have 5 characters that I decided to progress through the Incarnate system (of 13 level 50's). Most of those are currently sitting with tier 3's with only two of them equipped with tier 4's. For me, the current problem is that progression often feels like it is a result of luck rather than any kind of determination. I will have three options for progressing them to tier 4's:
    • Grind out 30 Empyrean merits
    • convert common/uncommon and 400+ threads into rares, convert very rares into a very rare with a 400 million inf cost
    • Wait for a fortunate Very Rare to drop

    The first option is grinding; no if's, and's, or but's about that. It would take just over 2 weeks, devoting myself to a Lambda and a BAF every night. The second appears more forgiving, however, even with good luck it requires 4 rares, or 16 uncommon and 400 threads. Any commons you get at this point serve little purpose other than to be broken down into 4 threads. You cannot upgrade them into uncommons. Now you, may get a rare during this grind to expediate your progress or even a very rare, satisfying your desire for that last tier. Unfortunately, for me and others apparently, the 16 trial streak of nothing but commons and uncommons does occur.

    I would suggest altering the trial end reward table a bit to change this scenario, particularly the lack of progress made with common drops after reaching tier 3's. Simply, add Empyreans to the reward table in amounts equivalent to the reward you would recieve. Allow the player to choose one Empyrean merit on the common table, 3 on the uncommon table, 8 on the rare table, and 30 on the very rare table. Each of these is equilvalent to the salvage choices that you would recieve now. However, it means recieving the common table will allow you to progress at a rate of 20 threads any time you receive the common reward table, rather than breaking a common down to 4 threads if you no longer have a need for commons.

    This puts more control of their progress in the players hands and less at the mercy of the RNG. It also gives a greater incentive for people who have already unlocked all their tier 4's to repeat the content, allowing the faster access to the costume parts, auras, and emotes that will locked behind the Incarnate system.

    I was working on my post while Airhammer posted, but I think his post bears some relevance to mine. When the Invention system was determined by a random roll at the end of a TF, I had little interest in utilizing it. When a deterministic path was created by offering reward merits, it became something that I would and certainly have used. With the introduction of a-merits it became even more accessible. In fact, I've used A-merits to acquire one of those very rare pvp IO's. So, obviously, I'm not bothered by grind too much. I am bothered by inconsistent and random rewards. The bottleneck that occurs with tier 4's and commons falling to obsolescence at that point is what bothers me.
  24. I'm a controller player with 10 controllers sitting at 50 currently (more on their way). Controllers were my only AT for a couple years; I would roll another AT, but they would rarely survive until level 20. Recently, I've taken a few dominators to 50 and try exploring what looked like some of the more interesting AT's to me (HEATS, VEATS, masterminds, and stalkers).
  25. You seem to have a pretty good handle on how both sets work. As for Quicksand v. Snow Storm, though they have -run speed in common I view their other effects as the primary reason to take either, namely -defense and -recharge. Take a look at Cimerorans and you'll find a use for both, Quicksand to debuff their shield defense or Snow Storm to compensate for the loss of control when they buff mez protection. If forced to choose between the two, I'd probably drop Quicksand due to the presence of Tactics.

    Also, a word of warning: the knockback proc in Stupefy is frustrating. As you'll generally open with Stalagmites, it'll be an annoyance to see a few mobs randomly fly back before you can cage them to avoid the spread.