softwarerenderer

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  1. if you go dark/dark, siphon life is not very useful as a heal especially compared to dark regen, as another damage power that happen to heal too? well then we can talk.
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    Another complaint: Why does consume drain so much less endrurance than it's Energy and Ice counterparts? You gain enough back, but it takes very little from the enemys.

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    Don't they recharge faster?

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    Yes, the end drains from Ice and Energy armor have a recharge of 60 sec. to Fire 180 sec. I'm not sure how that's fair.

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    its because consume does damage!
  3. softwarerenderer

    I5

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    While I am happy with the performance of Tanker Invulnerability after level 18 (Invincibility), I am not happy with the feel of it. Fire Armor and Kheldian Dwarves have the Invulnerable feel, despite the fact that they both underperform Invulnerability, survival wise, in most situations.

    This is due to the fact that Invulnerability has such low non-Smashing/Lethal resistance, and such high +def from Invincibility. When I play my Invuln Tanker in Croatoa against the Fir-Bolg, 90% of her survival comes from Invincibility and Dull Pain, which makes her feel like some kind of weird cross between Super Reflexes and Regeneration in style. It just doesn't feel right.

    Invulnerability is one of the most famous of comic book powers. Invulnerable heroes gain the ability to take hits and shrug them off, not dodge or heal them. I really wish you would consider trading Invincibility effectiveness for more effective non-Smashing/Lethal resistance. If you feel we are at the right level of survivability, I don't see anything wrong with trading where that survivability comes from. It would also be nice to have slots in our passives provide something meaningful.


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    Thanks liquid. This is exactly my point too. Please seriously consider re-balancing the res/def levels of invuln so it is less powerful than pre-I5 (that part is fine, Invuln is my favorite set far and away, but it was extremely powerful before), but that the passives are worth taking/slotting and Invinc is less over-powered and counter-intuitive to use. We should get hit often but take less damage (i.e. resistance over defense), not this odd dodge monster Invuln is nowadays. We have always been over-reliant on Invinc anyway, it would seem to make more sense to make us rely on our resists from 5 powers over just one power that is +defense.

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    can /DA get your old invincibility then, it kind of makes sense, the whole darkness and being hard to hit thing. I liked it when DA was a mix instead of straight resists. also, i want a reason to take cloak of fear again
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    They should just let us buff ourselves and be damned with the consequences.

    The only set that'd get really crazy would be Empaths and they'd still be no more powerful than Dark Defenders are now. And their damage would still suck.

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    Empathy would be a bit overpowered.

    Adrenaline Boost - Endurance worries are a thing of the past. +Regen and +Recharge as well.

    Clear Mind - A near 'Practiced Brawler' level of mez protection.
    No Knockback protection but that can be remedied by Acrobatics.

    Fortitude - A very high level of defense and also a nice accuracy and damage boost.


    With only those 3 powers, I'd bet Empathy would become a new FOTM.

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    by that token, apparnetly, kinetics would as well, and a couple of powers become redundant

    speed boost - siphon speed is now more or less worthless, slowing the boss isnt the reason i cast it, its just a hella-nice side effect.
    Since i would be able to self cast, bam, no more endurance woes, and possibly no need for hasten.

    Increase density - smashing/energy resists, hell yeah, knockback, disorient, and other stuff, kick [censored]

    well, thats the only two are self cast. But those are hella nice.
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    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.

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    Just speaking from a bubblers viewpoint, while I do allow other Archetypes to achieve levels they can't on their own, I
    myself am unequipped to go along with them. With maxed out bubbles only, I can grant someone close to a 96% DEF but myself only about 40%. So while they are off happily taking on AV's, +4 and up villians, I'm still struggling with even level villians. This creates a imbalance, IMO, with the team dynamics because it then forces one of two situations. Either the team has to spend more time keeping me safe (Assumming I'm not one shotted, blasted by a AOE or killed before the villian can be pulled off of me), thus slowing down the rate at which the team can move through mobs and thus earn xp, or they ignore me for the most part and I spend alot of time makeing trips back and forth from the hospital. I suppose I could just stand there and just bubble while doing my best not to draw any sort of aggro, thus reducing me to nothing more then a buff bot like a sky raider shield generator or a DE emmantor. But since when is playing shield generator or emmantor fun?

    It's also not very practical to do since I either need to be up with the Tankers and Scrappers giving them the extra protection they need or if I'm back protecting the blasters and controllers opening myself up to AOE attacks against them. Plus just what am I suppose to do when the AV or +4 villian comes charging towards the blaster I'm protecting. Simply sit there and watch?

    In terms of not being needed, while I'm sure alot of it is just perception, let me give you an example of how that perception can happen. Running a mission the other day against an AV, Envoy of shadows, with a team of heroes. Things are going well, I'm bubbling and draining (elec Secondary) and the team is crusing through the mobs of COT. Get to the room with the AV and run into a bit of trouble. There's a bunch of Earth Thorn Casters along with the Envoy and suddenly everyone got's 6 or more quicksands stacked on them. Everybody slows to a crawl and between the AV and the Earth Thorn Casters myself and the blaster go down. With no way to be revived I go to the hospital and race as fast I can back to the battle, figuring the teams going to need my DEF buffing to see them through the fight. So I get back to the cavern where the battle is taking place and what do I find? All the Earth thorn casters gone and the AV nearly defeated.

    My immediate thought upon seeing that, "Oh. I guess they didn't need me after all."

    Now I realize this is a somewhat skewed perception and that I did contribute to the fight, but its hard not to think that when you see things like this. In the big fight everybody wants to have something to cheer about, whether its the tanker saying "Did you see how I went toe to toe with that AV and he didn't even scratch me" or the scrapper "Man you should have seen how his hps dropped after my critical." or the blaster "Well you wouldn't have even got close to him if my AOE hadn't cleared out the room" or the controller "Not to mention that It's alot easier to hit something that's held in place" or the defender "Never mind that my buffs and debuffs turned you all uber".

    However I think for some defenders, not all mind you, in the big fights or even some of the little fights they fell like all they have to say is "Well... I... face planted alot sparing you all from debt." or "I stood around and looked menacingly while you guys cleared the room.". After a few times of this its pretty easy to feel un-needed or useless. An while this is in no means unique to defenders, since I'm sure there are builds within each Archtype that have the same issue, I think defenders suffer more from this in the latter levels then others do. At least, that's the viewpoint from this bubbler.

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    I was the 39 DM/DA scrapper at that particular fight, and hooo boy, it was interesting. After i noticed the earth thorns in the room, i ignored the AV until the ETC's were dead. Simply because they are so devestating, ETC's are now on the same level as sappers, because of their annoyance, although i think this is a good thing to an extent.

    Part of the problem with FF bubblers is that you dont know the bubbles are their until they wear off, then all of sudden, oh crap, where are hte bubbles. And believe me synergy, as one of the gimpy scrappers, i love having an FF'er around, its awesome, it lets me not worry about dying.

    Their are two types of defenders that i always welcome as a DM/DA, FF/*, Kin/*, and Emp/*, for the defense in bubbles, and endurance respectively. Dark is fine by me, means i get hit less, and can do more damage, and storm, eh, i can live without, nothing they do is very helpful for a scrapper.

    I also play a kinetics defender. And even as the defender, other than speed boost, its tough to tell a buff is having an effect. Speed boost is Really obvious, and everyone knows when you ahve it, but, increase density, not so obvious. Making the defender buffs more obvious helps too.

    Also, the buff lengths, 4 min is a long time. Makes doing your job much easier. But, that 4 min has no drawback, to make the game a little more interesting, and help balance it more, a couple of things that are ideas for overall game balance (dont know how doable some of these are)

    I am thinking that all castable buffs and debuffs end when the defender dies or exemplars out of the level range.

    But, some of the buffs speed boost and increase density (these are ones i know for sure) need to have their length increased, the 4 min number is thrown around a lot, because thats what bubblers have)

    So, when your team defender dies, down go buffs and debuffs. This also effects the villain side too, so when a ETC goes down, so does his quicksand, same goes for madness mages, and death mages. So, this tweak cuts both ways, some semblance of balance.

    But, with this, i think the defenders should get some self defense love, or in general, make them less squishy, to balance out them dying so fast, after all, Earth Thorn casters get rock armor, makes them a royal pain in the [censored] for any smashing/lethal heroes (read all scappers). Maybe, remove one, or many of the weaker blasts in the defender secondary, and replace with armor toggles, and/or mez toggles.

    So, now, defenders get self defense, but dont have all the attacks that blasters have, futher differentiating the two. Then in the blaster secondary, through some defenses/mez protection in there, and suddenly the blaster secondary isnt a scapper set, and now the blaster also doesnt feel scared ******** when a enemy or group runs up to them.

    Controllers - just need some damage pre-32 or something. i dont know. Maybe, in the controller secondary, throw a couple of low level blasts, like, take out the heals, give them even lower damage than defenders, but have the double/triple damage when held apply. This way, controllers get pre-pet love, but cant really outshine defenders too much, because they lose the buffage and especially, a lot of the heals?

    Anyway, hi synergy, the AV wasnt too bad, its sucks he was two levels below me, otherwise, i love your bubbles ^_________^

    signed - Morte

    edit: another idea - also, how about making the damage cap from only yourself, then outside players can increase someone beyond the damage cap. This is already in effect with dark defenders and rad defenders. The -30% resist debuff makes an attacker at the damage cap, go effectively above the damage cap.

    Maybe things like fortitude, and fulcrum shift will allow other players to go beyond the damage cap. This presents a problem with say, 8 person emp defender teams or 8 person kinetics, but, instead put another cap on top of that, something like another 100-150% damage cap on outside buffs? such that the buffs cant be exploited too much, but, that 100-150% will definately make the defender desired.
  6. because playing alts can kinda suck.
  7. softwarerenderer

    Spectral Terror

    well, after a little playing, and after most of my playing party hit 32+, spectral terror kind of blows. There are rare instances where our party needs to hit the oh [censored] button. Mainly because the ill/kin controller now has phantasms. When she drops phantom army and phantasms its an automatic +4 to our party, depending on how many PAs drop, up to a automatic +6. Thats a lot of damage being dealt, along with a 8 member team, it gets pretty ridiculous. But in the past 2 or 3 weeks, i think teh controller has used spectral terror once, which is pretty wasteful for a power. It needs more everyday usage fixing

    Also, because of the spectral terror change, no one is sure whether my cloak of fear causes running anymore
  8. softwarerenderer

    Spectral Terror

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    Why isnt your wife using flash?



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    mainly because the attack pattern goes > wait for boss to be confused, drop PA, run in, flash. she gets very little aggro that way, and if flash misses something, the PA is there to distract the baddies.
  9. softwarerenderer

    Spectral Terror

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    i agree with this person. I think of spectral terror as an "oh crap" the phantom army did its aggro thing, and we are getting over-whelmed (kind of like fire rain, and ice rain). Hay wife, drop spectral terror please to save our butts.

    and like i said before, it doesnt really scatter the bosses unless i turn on my cloak of fear, at which point, everyone scatters, but also cant hit much of anything either.
  10. softwarerenderer

    Spectral Terror

    honestly, after having played as a teammate to an illusion controller for a good 6 months now, illusion is hardly about crowd control... Illusionists are essentially masters of chaos, with phantom army, spectral terror, and phantasms. There is one AoE hold in the illusionists power set, flash. But pretty much every other power is a damage dealer but all that damage comes with a price, it can heal back.

    But as far as cowering, if spectral terror doesnt make them cower, thats ok, i dont mind the scattering as a scrapper, yes, i have to chase them down, but if i am fighting a boss, that means they arent trying to kill me.

    Btw, as a Dark/Dark scrapper, cloak of fear doesnt cause scattering (even on -1 minions). But occasionally, i get the one guy running off, and screaming like a girl with his hands waving in the air. (i love that)

    also, in the case of illusionists , CC needs to stand for something different, like Chaos Creators instead of crowd control.

    Also, control can mean more than just locking them down. Controlling is affecting the bad guys behavior. In the case of illusionists, causing abject terror and forcing them to run off. In the case of the other sets (and flash), its forcing the bad guys to stay in one spot and not do anything.
  11. softwarerenderer

    Boss Changes

    I think my biggest issue with the new issue is just the sheer number of bosses that show up.
    My wife and I were doing some of her mission, she is a illusion/kinetics controller (28ish), and i a Dark Melee/Dark Armor scrapper (27).
    She put her mission slider to +1 and we were trolling along in a banished pantheon mission just fine when we hit a red totem. I was like, OK, better drop back a bit and plan this out.

    So we start wailing on the boss, she drops phantoms and spectral terror, and i turn on various armors, hit soul drain and start beating on the boss (luckily, it was a solo boss)
    It was a pretty harrowing fit, the boss dropped me repeatedly to about 1/4 or less of my hit points, and i am left frantically hitting dark regen or a green inspiration. Thats not an issue for me.

    My biggest complaint is that there were something like 13 of the bosses in this mission. I think it took us almost 45 min to do this one mission, and that was after some friends came in, exemplared down, to help us out. 13 bosses in one mission is just stupid, and it really brings the grind into the game.

    I wouldnt mind more Lt's floating around with some minions, as a couple of Lt's with mezz'ing can make the fight pretty scary, but i definately dont like the boss frequency.

    The toughness is fine, but that is with teaming, i also agree that if the mission is a solo mission, the boss should con white or yellow to the player (-1 and 0 respectively), that way there is the solo possibility. or something along those lines

    Edit: also, i would like to point out that the amount of work you developers put into the game is amazing and it shows "in-game". Also, the fact that you explain your thoughts eases me greatly, as your reasoning is very sound.

    So keep up the good work, and please keep the player base informed, this player would certainly appreciate it as would his wife.