srmalloy

Legend
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  1. [ QUOTE ]
    if anyone read George Orwell's 1984, the dictatorship of Oceana kept on introducing new editions to the english dictionary called newspeak--in each edition there were less and less words, so that the population would have less thoughts and less ways to express themselves--they were being dumbed down. AND SO ARE WE WITH ALL THIS NERFING.

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    WAR IS PEACE
    FREEDOM IS SLAVERY
    IGNORANCE IS STRENGTH
    NERFS ARE FUN
    SH*T IS SHINOLA


    (yeah, it's going to get deleted, but it had to be done... )
  2. [ QUOTE ]
    Wanted to explain the reasons for changing Burn...

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

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    And be bored. Also, if you're fighting mobs that aren't all the same level/class (i.e., you've got some lieutenants or bosses in the group), using other attacks to help bring them down faster becomes attractive.

    Part of the problem, though, is that in order to be able to function as a Tanker, a Fire/xxx Tanker has to dedicate a significant fraction of their power choices to pool powers -- the Leaping pool to get Acrobatics for its knockback resistance, the Fighting pool for Tough and Weave to cover the weaknesses in your defensive abilities -- that they don't have room to take other attacks until late in the game -- they'll generally have Brawl, their first-level attack from their secondary, and either Boxing or Kick from the Fighting pool, and maybe one other attack -- and the slots they've been getting almost always go into other powers first, so the attacks are fairly weak. Not much to encourage anything but Burn usage.

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

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    Stunning, holding, or immobilizing mobs and then slapping down a Burn patch with them in it so they can't get away? Sounds like efficient and effective teamwork to me... However, aren't you already addressing this by the AoE target limit, AoE mez duration halving, and AoE mez recharge time doubling? If we can't lock as many mobs down in a Burn patch as long, or as often, then that already addresses your concern, doesn't it?
  3. srmalloy

    Call for Models

    I had to work some to get the character to 20 so she'd have the power that I needed to make the costume work right in a screenshot...

    Caloria, Fire/Ice Tanker
    Pinnacle server
  4. [ QUOTE ]
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    You can only buy SO To hit buffs and Debuffs when you reach level 30 startng in Brickston and Founder Falls.

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    I've you've maxed out the correct contact (relative to your origin) you can start buying non-power-10 level 25 SOs while still in Talos Island and Independance Port.

    This was added in update 2.

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    You pay a premium for doing so, however; the prices for SOs from your contacts are twice the price of the same enhancement from a store (based on the enhancements sold by higher-level contacts, and the selling price for level 25 SOs in the appropriate stores). Fortunately, the non-power-10 SOs tend to have a lower base price than the pricier power-10 enhancements like Damage, Accuracy, and Healing.
  5. srmalloy

    Blaster Damage

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    Realize that boost range only now works with cones. People will need time to incorporate that into their attacks before we make any decisions on changeing the power to something else.

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    Didn't take any time at all for me... Boost Range combined with Flamethrower and Full Auto rocks hugely.
  6. [ QUOTE ]
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    Exactly. I haven't slavishly taken Tough/Weave on my Regen precisely because I knew that Stealth offered a decent defense buff only slightly less than Weave and offered as a level 6 power.

    Information could lead to singular builds, but I don't think that it will.

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    Yeah... exactly. I did decide to get Tough, though, when I realized it provides almost 4 times the resistance that Resilience does..... I was a little surprised by that, seeing as how the descriptions are similare (one says 'some resistance' while the other says 'slightly resistant').

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    Tough is a toggle, Resilience is inherent; Toggle powers are always more powerful than inherent powers.
  7. [ QUOTE ]
    Ours were Colossus and Guardian. (Yep, I named them and NOBODY got the joke.)

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    I was going to do that with the two machines we were going to have for a tactical training system we were going to develop; we got the first one, and I named it 'Colossus'; the second one was going to be named 'Guardian', and be down in the Tempest-certified room because it would have classified data on it, so Colossus was never going to be allowed to talk to Guardian... but then the project got cancelled before the second machine was bought. Pity.
  8. [ QUOTE ]
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    We endeavor NOT to change powers solely because of PvP. The powers we are changing are usually because of PvE or PvE AND PvP.

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    I want to believe this.

    I have many doubts about this atm because of the SJ nerf. Could you please explain for me the reason for changing SJ in such a way that melees will be required to have Hover to fight Mitochondria?

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    I totally forgot about that I guess this forces everyone above 45 to take hover to fight hami. Damn it!

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    Either that, or forcing every Hami raid to have a Kinetics Controller or Defender to cast Inertial Reduction.
  9. [ QUOTE ]
    Just wait until a Zeus Titan sticks a fist full of rockets in your ear.

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    Oh, lord, yes. I remember my AR/En Blaster surviving the "Crap! Zeus Titan rockets outrange Boost Range and Snipe!" revelation only because the individual rockets come in as separate attacks and I had a lot of Respites to burn...
  10. [ QUOTE ]
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    Really... SJ and SS are just end hogs in combat... it seems like the only thing the nerfs will do in PvE is limit alpha strikes.

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    Exactly. Theres no real point in having SS or SJ on in combat, at least none that *I* can tell.

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    With my Ktn/Rgn Scrapper, it's useful to have it on for the "oh, sh*t!" moments, when if you're not getting pwned outright but are in past your regen limit, you can use it to get away while only having to eat one round of incoming attacks before you're far enough away to hide. It's no sinecure, but it has let him survive in about a quarter of the fights where he's gotten in over his head (to be fair, half of those are 'jump in, swing, get one-shotted', so it's an effective tactic about half the time).
  11. [ QUOTE ]
    To quote Statesman's explanation in that Training Room forum post:

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    o Added 50% ToHit debuff to Super Speed and Super Leap. PvP/PvE

    There was an inherent unfairness with the travel powers; only Flight had a -50% ToHit debuff. Yet Super Speed and Super Leap could create situations similar to hover snipe (i.e. flying above a mob and firing away) where they could fight at little to no risk.

    Example: click on Super Speed, run up to mob, attack, run away. Rinse and repeat.

    Super Leap already has a toggle that was always intended for battle situations (Combat Leaping) and Super Speed has Hasten (which gives not only a defensive buff, but also an incredibly powerful –recharge).


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    Except that Super Speed originally had an Accuracy debuff -- as well as a Defense buff -- and both of them were removed shortly after the release of the game; IIRC, prior to Update 1. So, after all this time, it suddenly becomes a burning necessity to slap the Acc penalty back on? As if the 'move past your target, attack triggers in motion, then executes after a delay' factor hadn't been there all along? And stick it to Super Jump as well?
  12. [ QUOTE ]
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    No. We were promised that no change to a power in PvE would be made solely due to PvP considerations.

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    And what exactly is the big honkin' problem with SS and SJ in PvE that warrants a nerf?

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    And that is the burning question of the moment, it seems. For myself, I can't see any reason why the ACC penalty would be appropriate in PvE.
  13. [ QUOTE ]
    We were promised PVP would not affect PVE, back when PVP was announced.

    We were promised this.


    [/ QUOTE ]
    No. We were promised that no change to a power in PvE would be made solely due to PvP considerations. Admittedly, this promise is no less likely to be broken than what you claim the promise was, but you are misstating Statesman's declaration.
  14. [ QUOTE ]
    I have Golden Dragonfly slotted 2x dmg/acc, 4x dmg/range.

    I now have a short ranged attack. I can hit mobs about twenty or thirty feet away - and everything in between.

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    It would be truly ugly if this affected PBAoEs, too... The Lotus Drops, or, Ghu forbid, Burn...
  15. Maybe it's just my twisted sense of humor, but I saw the Migliari cover image and started giggling as the thought "So, Statesman, regular Preparation H just isn't cutting it any more?" ran through my head...

    The future bow powerset implied by Manticore's weaponry is a nice touch, though
  16. [ QUOTE ]
    1. You get roughly 2/3 the value for enhancements not sold at the proper store. If you're worried about influence, you might want to consider selling in Talos where the round trip to several stores only takes a minute.

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    When selling SOs, the level 40+ contact stores offer you the 'wrong store' prices; with the reduction in drop rate that came in I3, and the change in TO/SO/DO ratio that went along with it, it might be worth the extra time to head from Peregrine Island back to Talos to make a loop around the stores to sell out, rather than just selling everything to Ghost Falcon. It's probably not worth making the trip back from the Shard, what with the extra travel time, though.
  17. [ QUOTE ]
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    What about the group holds that do no damage whatsoever.

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    Currently - stay within 300 ft.

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    why not make all controller effects inflict 1 dmg when applied? thats next to nothing anyway

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    Quick quiz: What happens when you do 1 point of damage to a sleeping target?

    Answer: They wake up. So much for laying down debuffs and non-damaging holds onto a target that is slept, so that you can take your time and don't have to deal with their attacks while you prep them for your team to unload the damage onto them.
  18. [ QUOTE ]
    Tater Tots are overpowered. Hash Browns have less flavor and cost just as many calories. NERF TATER TOTS!!!

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    Correction: It's not Tater Tots that are overpowered, it's Tazer Tots -- the convenient side dish that's also a self-defense weapon.
  19. [ QUOTE ]
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    If you are close enough to hold the mob, you're within 300 feet and will get your XP share, why the need for 0.01 dmg?

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    Because you might not STILL be in the 300' range when the MOB dies. Is 1/100th of a damage pip such a big concession to give to support ATs in light of this change? How could that possibly have any effect in a battle OTHER than making sure the support AT gets credit for MOBs he truly helped the team kill?

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    How? Because any damage you do to a sleeping target will wake them up. 'Sleep the target, apply debuffs, everyone line up Alpha strikes, and *zorch*' can be a viable tactic against some targets... but if you make holds and debuffs do damage, you've just shafted that tactic.
  20. [ QUOTE ]
    Okay, let me give a developer-type reason for stopping Powerleveling.

    If it takes you two weeks to get to 50, and then you get bored of the game, there goes your subscription.

    As long as it takes you a good three months to get bored of the game, you'll have to go through all the content, enjoying every step of the way, while paying the whole time.

    [/ QUOTE ]
    As opposed to the people who create a hero, see that it isn't über now and isn't going to be über for hundreds of hours of play, and quit because the game doesn't let them advance as fast as they want, thereby not providing any income to NCSoft?
  21. [ QUOTE ]
    I like the suggestion that holds do 1 pt of damage. Or 0.01 pt. I don't care. As a scrapper and tank enthusiast, I like my targets still. The hold that stopped them is as valuable as my hit.

    Make debuffs do 0.01 pt of damage per tick of time. See above.

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    And every single sleep power in the game gets instantly nerfed. Right now, a Rad/Psi Defender can hit a target with Will Domination, put them to sleep, drop Radiation Infection and Enervating Field on them, and then they can take the time to fire off Psionic Lance. Make debuffs do damage, and the moment you set one on a sleeping target, they wake up.
  22. [ QUOTE ]
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    What about the group holds that do no damage whatsoever.

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    Currently - stay within 300 ft.

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    So if you slap a pair of zero-damage debuffs on an AV, the AV gets beaten down to 10% HP with your buffs running, then you catch aggro from the AV and get one-shotted, having done no actual damage to the AV, who runs away so that when the rest of your team catches up to them and defeats them, you're outside the 300 foot range, you get zero XP, even though your debuffs helped defeat the AV?

    Perhaps you should change the condition for always getting XP for a team defeat to affecting a target, not simply damaging it.
  23. [ QUOTE ]
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    If a player is more than 300 ft. away (an increase of 100 ft.) from the mob when it’s defeated and did NO damage, he receives no XP.

    [/ QUOTE ]What is the limit to how far an enemy can be targeted? In theory, Moonbeam could have a 416.5 ft range (175 ft base * 238% w/6 SO +3 range enhancements).

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    I have in the past used the AR Snipe with an SO Range enhancement plus Build Up and Boost Range to shoot at targets on the edge of visibility (primarily snipers), where all I see is the targeting reticle. I have on several occasions, shooting at white and yellow targets, gotten the "You have defeated xxxx" message without receiving either experience points or influence for the victory.
  24. [ QUOTE ]
    2) Lots of tile setting maps! Much better then the, "Oh look, another Fifth Column tile set".

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    But a lot of it -- along with all the other mission maps for the door missions against the Council that Lars and Tobias Hanson send you on -- are still the same 'tunnels snaking around between chambers with constructed platforms' tileset that we've seen in every Council base since the first one. With all of the scrambling up and down on uneven surfaces going through the tunnels, I have to wonder how much of the Council manpower is out of commission with sprained ankles -- and we see good-sized crates all over the bases, but with those tunnels, the only way to get them into the bases is to carry them. You'd think that, on an island where the Council doesn't have to hide so completely, they'd expend the effort to make it easier to keep their installations supplied. The missions into the buildings in the base, except for the minor reality check problem about the mission map actually fitting inside the building that every door mission has (and which would be too much of a rude pain to fix), are much better done, and I hold out hope that, over time, we'll get enough additional tilesets so that the rest of the Council base becomes something more than an endless series of stereotypical tunnel installations.
  25. [ QUOTE ]
    I dont know if anyone has already mentioned it, but I believe one of the sky raiders was a Fight Club reference.

    His name was Lt. Paulson.

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    And I'm surprised that no one's picked up on the in-joke referring to an aircraft that was developed just too late to see combat in WWII, and was used in Korea and Vietnam. The mission where you're sent to stop an attack on an office building, with the commander of the enemy forces being Douglas... a Sky Raider.