ketch

Legend
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  1. Quote:
    Originally Posted by Scythus View Post
    And I've seen that also with every iTrial; notably they're the same people that complain about rocks in Praetoria.



    If I had a penny.......
    I complained about rocks. It was a stupid idea. It still is a stupid idea. An incarnate, or even a level 50 hero for that matter, shouldn't be KOed by a rock thrown by Joe Schmoe.

    I have no problem with the fight with Tyrant. If it's difficult it's at least fitting. He's the Well's champion and we, though strong, aren't fully realized Incarnates. It makes sense to me that the fight should be difficult.
  2. Quote:
    Originally Posted by PRAF68_EU View Post
    Not as much as you might think. Cold domination already has +max HP, and in the same way, Absorb can be treated as +res (all), which you can get from Sonic.
    I think it's a bit too early to tell one way or another. I do, however, think it's note worthy that Absorb will circumvent HP and resist caps.
  3. Quote:
    Originally Posted by rian_frostdrake View Post
    dunno, the game was a critical flop and was generally only remarkable for its red cartiridge. beyond that it was a final fight clone of the like that was glutting the market at the time.
    It seems like the critical reception didn't match its actual reception with fans. I'd certainly say it did more justice to the superhero genre than many other games of its era. Heck, even for a simple beat-em-up it had more variety in its mechanics than Streets or Rage or Golden Axe.

    The one thing that really stands out on that list for me is the Neo. That story arc put the nail in the coffin of my comic book reading. It seemed to really mark the X-men's dive into gritty, grimdark stories. Occasionally, I'll skim through a comic these days only to be disappointed that things never got much better.
  4. Quote:
    Originally Posted by plainguy View Post
    I care. She lied. She got caught.

    Trust me I'm not here to defend THB postings or his build. I could care less.

    But to me when you lie and get caught everything else is invalidated because you lied. Straight and simple. If it's okay to you that someone lies to prove a point that's great and fine by me, but not to me.

    Not only does it show your not trust worthy person. It also shows to the nature of the person. She lied in an attempt to make someone else look bad or foolish. Which makes it even worse. I don't care about it's the internet. That shows the true value of a person when they have to stoop so low to lying on a game forum just to make themselves look good and make someone else look bad or attempt to do so.
    That's an easy fallacy to get caught up in. A lie only speaks to the invalidity of the lie. It certainly calls for closer scrutiny of what a person has said to determine what truths and lies they've spoken and in the future what lies they may speak. In the end though, the truth is the truth regardless of who said it. If Reppu had asserted that "2+2=4", would you throw that out as well?


    To me it's not important who said that a Plant/Psi/Ice can compete with THB's build; if that is actually true is what matters.
  5. I don't think I'd play. Progress is pretty much the heart of the game. The stories here aren't the most engaging and I can't imagine playing for those alone.
  6. Quote:
    Originally Posted by Venture View Post
    I do say. Succinctly and clearly. Because I was agreeing with what Sam (and you) have both said, but mostly because I didn't want to diverge into the nuanced discussion of "plot" vs. "story". Now if you feel simply posting "I agree" isn't very constructive or conducive to a conversation I would ask why you bothered to post your silly image macro, which is neither. If you feel the conversation needs to tread some new ground then perhaps ask some pertinent questions such as "What story telling elements are missing from these arcs that make them fall flat?" or "How can they build characterization with the limited amount a player can interact with an NPC?"
  7. Quote:
    Originally Posted by Arilou View Post
    Please, don't use those terms

    There's a reason: They mean different things. In narratology "plot" and "story" are two ways of looking at narrative sequence. (basically the plot is the narrative as it moves chronologically through the work in question, while the story is the narrative as it moves chronologically "in-universe")
    Plot - Also called storyline. the plan, scheme, or main story of a literary or dramatic work, as a play, novel, or short story.

    Story - the plot or succession of incidents of a novel, poem, drama, etc.:

    Outside of a corner of academia, plot and story share the same common usage. As an internet forum, I hardly think we need to hold ourselves to such lofty standards... at least until someone touches on the newer stories and why they're breaking with the traditional 1-50 chronology.

    To reroute this comment back on topic, I agree with what Sam is getting at here. A series of events, no matter how grand in scale they may be, offer little entertainment if they read like a history book. Great story telling, on the other hand, can make even the most common and mundane events very engaging.
  8. Quote:
    Originally Posted by Argentae View Post
    Single Target:

    I'd tend to put Fire over Plant for single target as the Imps will EASILY out damage Twitchy, and Seeds really doesn't come into play at all. Creepers effect would also be minimized via single target.

    Arg
    Also Fire is given bonus damage in both Char and Ring of Fire while Plant lacks additional damage in Entangle. More importantly Fire is also faster in its activations (Ring of Fire: 1.32 seconds vs Entangle: 1.45 seconds , Char: 1.32 second vs. Strangler: 2.244 seconds). Those quick activations make a significant difference in dps.
  9. Quote:
    Originally Posted by EricHough View Post
    My only objection to your changes is in Seeds - it really IS the only regular AoE hard control in plant and reducing it to mag 2 makes it basically useless for controllers and non-perma-dom's, since you only get minions with that and since the set offers no other confuse to stack with it you will never get any better. Really, you don't need to kill the control, just set the recharge to 90s like all other every spawn controls, halve the duration (which would still make it roughly twice the duration of most AoE stuns) and give it a 0.9 base accuracy (slightly higher than fire/earths AoE stuns to allow for cones being harder to use).

    Do just that, fix the damage on roots and bingo - the set is balanced a lot more like fire. Light on control (1 every spawn AoE control, 1 AoE hold on a long recharge, 1 AoE immob and a single target hold and immob, just like fire) and heavy on damage - fire gets hotfeet and better damage in the immobilize, plant gets carrion creepers.
    These changes are exactly what I had in mind. I'm not sure why Seeds or Fearsome Stare have an accuracy of 1.0 while Terrify (and Siren's Song) has an accuracy of 0.9. This and correcting the damage on Roots won't be enough to topple Plant from its loft, but it will close the disparity.

    Quote:
    Originally Posted by EricHough View Post
    Except that fearsome stare doesn't really work as a full control on dom - yes, you do delay the alpha and mitigate it somewhat with the -to hit on FS but unless you use a second control after FS you WILL eat a large part of the alpha. It doesn't help that dom's have pretty much the worst debuff modifer of any AT that gets powers like FS. On my dark/dark dom I find I pretty much have to open with FS then move in and fire off heart of darkness, then follow up with damage. If I open with fearsome stare then start attacking, I take way more return fire than is healthy for a low HP dom. If I skip FS and stealth in, then fire off heart of darkness for some reason EVERY single mob in the group gets to alpha me before the stun takes place. So for a dom I find dark control to be pretty sad, since it takes me 2 control powers to perform the funtion of 1.
    I can't say that my experiences align with this. Fearsome Stare certainly isn't the mitigation of a hard control, but it is comparable to the soft control of other sets which lack the follow up hard control. Personally, I use it and Living Shadows slotted with -to hit. Out the door, that's about 25% -to hit, cutting incoming damage in half before considering the Fear effect. Pair it with Gather Shadows or Power Boost and you'll push 35% or better. As for Heart of Darkness, I experience the same with Flashfire; I wish the activation on both was lower.

    Quote:
    Now on a controller I don't have that problem - my dark/dark controller can open with FS (slotted for -to hit) and follow up with the cone immob and rarely take any return fire. What little he does take can be made up with a heal. In fact, I have enough -to hit between FS and living shadows that I rarely have to use darkest night.
    I argued in the beta that the debuff numbers for doms should be the same as trollers. They are, in my opinion, just as vital to the overall balance of a control set as soft controls like sleep or knockdown. I think the devs put themselves in a pinch when considering the balance of these sets by ignoring the role debuffs in a mitigation oriented primary.
  10. Quote:
    Originally Posted by Miladys_Knight View Post
    I'm not sure there is a middle tier and if there is it is probably Fire. The top tier performers have powers that allow you to either layer controls each spawn or allow you to defeat a spawn before your AoE controls expire. The bottom tier lack this.
    Following this logic Dark control would be a high tier set considering the fact than you can layer control more easily (due to two every spawn controls, Fearsome Stare and Heart of Darkness, both of which benefit from Domination) than Fire, Grav, or Ice, and arguably Mind; added to that the extra damage in both immobilizes and additional damage from pets. And yet, you've said of Dark, "though not on the bottom it is near it". However, it offers more damage and control than other sets.

    Quote:
    Since primary powers that do not benefit from domination are essentially transparent in this respect it separates the primaries pretty distinctly into top tier and bottom tier performers with virtually no middle ground.
    I won't dispute that Domination plays a major role in how a set stacks up against other primaries for doms. However, I don't think it separates sets so clearly as you state. Earth control is a strong exception to your statement, providing ample control in spite of the lack of Domination for some powers. Gravity, on the other hand, benefits as much from Domination as Earth but suffers overall due to a few poor powers and some unruly mechanics in its every spawn control. Electric, while benefiting from Domination less than either of those sets, provides stronger mitigation than Gravity with its layered controls and sapping and is far better than Ice which suffers from internal conflicts.

    I think Snowzone gave a fair assessment of Dark; it's not Plant (few things are or should be) and it's far from performing as poorly as Grav or Ice. It lies in a middle tier which most certainly exists.

    Quote:
    You are likely correct and I wouldn't be surprised if the devs neglected to check things going the other way. It seems pretty evident that the majority of control sets are balanced around controllers and then simply checked for outliers on doms.
    Aside from those Plant specific issues, it also strikes me as odd that the secondary effects of control sets are largely ignored in balancing. Dark and Ice both take a dint to performance when moving from controllers to doms due to lower debuff mods for the AT, essentially the converse of the problem with Roots.
  11. Quote:
    Originally Posted by Miladys_Knight View Post
    To be entirely honest dominators are designed in a 2 tiered fashion when domination is up and when it is down. That's why so many people recommend perma-dom there is a magnitude of performance difference.
    I'm not speaking of tiers of performance within a single set, but about performance across all sets. Domination does play a roll in that for dominators, but the same thing happens with controllers. For both ATs Plant is considered top tier, usually with the Earth and Mind for doms or Fire and Illusion for controllers. Everything else is placed "at the bottom or near it". There seems to be no recognition that there is a middle tier.

    Quote:
    I take the opposite view point. Plant is the status quo for dominators it being the ONLY primary specifically designed for dominators. All other sets are ports of controller primaries or a primary that was designed with both controllers and dominators in mind. I just think that the devs mostly missed the mark when they were porting the early control sets.
    Despite being designed for dominators, Plant seems to serve as the gold standard for controllers as well which is problematic. There are things in Plant that are of questionable design whether it was designed for controllers or dominators. For example, why does Seeds boast better accuracy and duration than similar every spawn controls? Why was Roots given nearly double damage compared to other AoE immobilizes? To compensate for the lack of containment perhaps? If so, why wasn't it reduced in the controller port?
  12. Quote:
    Originally Posted by Electric-Knight View Post
    Sorry, I took you as meaning to change all/most of outdoor maps into working that way!


    Still, the phasing tech has other odd problems of its own that I know I saw Posi quoted as mentioning it messes things up.
    The whole greying in and out of teammates and such (and disappearing enemies and things along the borders) really diminishes the quality of the virtual world experience... but I do understand and agree that the aspect of cleaning up the neighborhood is pretty friggin neat!
    The phase tech is interesting and it does have some nice potential to show how our success or failure alters the world around us, but yeah... there are some issues. Even in the limited amount it's used in Praetoria I've experienced contacts phasing out of existence before I've completed their lists of tasks.

    I'd love to see it smoothed out and utilized more, but unfortunately it probably wouldn't be worth the payout.
  13. Quote:
    Originally Posted by Moonlighter View Post
    I disagree with posters saying Darkness Control is not good; I am enjoying it and find it to be very effective. To use it effectively you need to be good at lining up cones though. It's probably one of the better sets if you don't include the broken-ness that is Seeds of Confusion.
    I agree. Darkness control is a solid set. However, I feel it's much better on a controller than a dom due to higher debuff numbers. The immobilizes also deal extra damage, though not as high as Fire or Plant's immobilizes, which benefits trollers more as well.

    I think there is a distressing tendency for many to view control sets with only two tiers. It seems far too often if a set isn't performing at the level of Plant people want to relegate it to the garbage heap.
  14. ketch

    Ion Judgment

    Quote:
    Originally Posted by Computer View Post
    This effect has been recently fixed. Dead Targets no longer stop powers like Ion or Transfusion from spawning.
    Unfortunately, it doesn't seem fixed for all powers. Haunt will fail to spawn the Shades if the target dies. It also fails if a target is intangible or untouchable, i.e. Carnie Master Illusionists.

    Also, not quite the same, but still quite annoying is Warshades' Dark Extraction failing due to bodies fading out.
  15. Tara Strong also did the voice of Timmy Turner on Fairly Oddparents and Toots from the very inappropriate Drawn Together. She's got a very extensive resume.
  16. Quote:
    Originally Posted by Electric-Knight View Post
    That could be... mind-wrenchingly terrible! See my previous comments about the new AP and about not changing things people like into things they won't like!
    I don't see how it takes away the things you like. You can still go street sweep. The phasing isn't clearing every area in the zone. On the other hand, it is adding things that I like while not diminishing what you enjoy doing. In your own words it keeps variety without taking it away.
  17. Quote:
    Originally Posted by InfamousBrad View Post
    I hate, hate, hate, hate, hate street sweeping, because I hate killing anything that just respawns as soon as I turn around. If it's just going to respawn 10 seconds or 30 seconds later, what the heck was I even fighting for?
    My hope for this is that we'll see more phasing tech. It was utilized a little bit in the AP revamp. Once you've cleared the area and completed the story arc, you'll no longer see Hellions rampaging there. That and more outdoor objectives like those used in Nova Praetoria.

    It certainly would be nice for the game world to feel a little more alive with people flying/running/bounding through the streets.
  18. Quote:
    Originally Posted by Miladys_Knight View Post
    Highlighted for emphasis. It simply went from a power that screwed up your team 100% of the time to a power that screws up your team slightly less than 100% of the time.

    My definition of a bad power is one where the team has to "do X in spite of power Y." Dimension shift is that power.
    I wouldn't disagree that DS is a poor power. However, I think it's better than it was before even though the situations where it can be used productively are very limited. Personally, I thought it needed a taunt effect ala Omega Maneuver.

    Overall, I'd say the Gravity changes were okay though they certainly favored controllers. Impact was a kludge for a problem that didn't really exist particularly for dominators. The changes to Wormhole, however, were very nice (increased radius, no longer notifies enemies). Both the increased radius and aggro-free nature have made it much easier to utilize. There's less need to wait for a teammate to engage first which means a dom can move ahead and position mobs before others attack and the increased radius means fewer mobs will be left behind. The changes to Singularity were also welcome, but brought along with it some changes in behavior (more inclined to move into melee) that I don't recall being corrected.
  19. Quote:
    Originally Posted by Miladys_Knight View Post
    Psuedo pets now share your phase state.

    This is a pretty big bite for blasters especially if you used phase shift and depended on your psuedo pets while phased. Ice/ blasters that herded things cast Ice Storm, blizzard, used a Cab and then phased to wait out the recovery crash are now screwed.

    Devices users that would stand in their mine pile, pull and then phase are likewise screwed.

    If you are playing a PB and you use Photon Seekers and Quantum Flight you experience the same hit.
    They did prior to this change as well. I tested a number of times with a grav/storm before and after the change. You couldn't, for example, cast Tornado and Lightning Storm then phase (using the Phase Shift or temp power Ethereal Shift) and still have your pets do damage. It had been this way for quite some time before the changes made to DS.

    Quote:
    If you are playing with a grav toon that likes to use DS and you are a ranged focused squishy you either go into melee where you are toast or stay at range to utilize your build and contribute nothing.
    As opposed to prior DS where it cut off all your options? Even all options for all your teammates. At least now people can choose to engage in spite of DS rather than having to wait it out.
  20. Quote:
    Originally Posted by Tenzhi View Post
    Yeah, given the way KB works, wouldn't a power have to summon a Pseudopet in order to do radial KB rather than KB from the character?

    Like putting down an Ice Slick on low level enemies, for instance. (Incidentally, KD being low mag KB rarely makes sense to me due to situations where it becomes KB. It generally seems to me like it would make more sense to be low Mag KU instead.)
    I cannot agree with you enough about kd/ku. One particular offensive power in this respect is Jolting Chain. When used on lower conning enemies (which happens frequently after you've be granted a level shift via the Alpha slot) it scatters enemies like crazy because that knockdown is becoming knockback. I've suggested a few times that it should be knock up instead.
  21. Quote:
    Originally Posted by Miladys_Knight View Post
    1. Gravity still sucks and the changes to it have caused some global problems with phasing in general. The set still needs serious help. When poorly used Dimension Shift and Wormhole can seriously grief your team. The propel changes are for controllers and mostly pointless for doms. Singy is still good and again still better for controllers.
    What problems has the DS change caused? From my testing it seemed to be acting pretty consistently... more so than the old DS. I'm curious to know what problems have cropped up.
  22. Quote:
    Originally Posted by Stealth_Bomber View Post
    First of all the cottage rule can no longer be in effect with changes to Stalkers and Gravity. Good riddance.
    What? Phase Shift is still a phase power. Assassin's Strike still retains its function as an interruptable, high damage power. They've altered the application or added functionality to powers by they haven't outright replaced them with different powers with different functions which is what the cottage rule served to protect against.
  23. ketch

    Howling Twilight

    It doesn't appear to be flagged against self-stacking so the answer appears to be yes. However, it's recharge makes it impossible to do so without Burnout. At the recharge cap of 400%, it will recharge in 36 seconds while the -regen only lasts for 30 seconds.
  24. I found demons/dark to be a very active set to play. It a nice combination of healing, debuffing, whipping (for a nice -res debuff), and taunting. One thing though, I feel no other AT (not even Khelds) require the amount of macroing it takes to get a mm up and running.
  25. Quote:
    Originally Posted by Oedipus_Tex View Post
    Suddenly Dark Blast Blasters are looking a LOT more palatable.

    EDIT: Surely this can't be slotted in Bonfire though, or atleast the chance to knockdown is penalized somehow? 100% chance to knockdown 5 times per second for 45 seconds would be... interesting.

    EDIT2: Can an aura take this? For example, could a Blaster with Hot Feet put this proc in there? Death Shroud? Blazing Aura?
    Those are some very interesting possibilities. Bonfire is a nice bit of damage when you can keep mobs in there. And the possibility of adding some more soft control into Hot Feet is also quite intriguing.