Powerset Proliferation FAQ


Adelante

 

Posted

[ QUOTE ]
so, I have a question, 3 part, A) vils gonna ever get useful powers from proliferation? B) Vils ever gonna get auto-inherent powers like heroes? C) Brutes gonna be made viable in PvP team play again? Gonna add to this, when vils gonna get treated like heroes? Oh, btw, I have plenty of heroes, so no heroes talk smack like I'm ignorant for this post. Get sick of asskissers who complain about vils, as it is heroes won't come outta RV hero base till they got a 3to1 ratio, I laugh my [censored] off about that when I play my heroes and they drone and drone until there's a cpl vils then all 30 heroes charge.

[/ QUOTE ]

This post made me lol.


Paragonian Knights
Justice Company

 

Posted

[ QUOTE ]
so, I have a question, 3 part, A) vils gonna ever get useful powers from proliferation? B) Vils ever gonna get auto-inherent powers like heroes?

[/ QUOTE ]
Heroes and villains have almost all the same sets, except for a couple key ones. Villains have some advantages with Traps, Poison, and the pet sets though. So I'd say it's about even.

For inherent powers... what?! Villain inherent powers are way better than anything heroes have to offer.

Scrappers: +5 ~ 15% damage (at random). Yes, a 5% chance to do +100% damage is only a 5% damage increase over time.

Blasters: Probably the only really great one heroside. Fury-style bonus damage, but relies on you hitting, and sucks with AoEs, and disappears faster.

Tanks: They taunt more. Whoopie.

Controllers: Bonus damage for the one or two attacks they get. Admittedly, pretty decent if you're chaining AoEs.

Defenders: Endurance reduction. *finger twirl*

3/5 heroes have +damage bonuses.

Brute: Fury, PLUS taunting. Yes. Brutes still have a micro version of taunt like Tanks. They get the same inherent as Tanks, toned down, PLUS get to do up to +200% damage. What other AT can get +200% damage with their inherent?

Stalker: +10% ~ 31% damage. On top of the ability to do 100% crits while hidden or placated.

Dominator: 2x magnitude, +50% duration, plus full endurance refill, plus status protection. This is way better than what most other ATs get. They used to get +DMG, but after i15 they won't need it (they'll actually do more damage than they do now WITH it).

Corruptor: +crits below an amount of HP. It starts triggering below 50%, and at a point will be 100% crit rate.

Mastermind: +dmg and +ToHit. Masterminds run around doing bonus damage with bonus accuracy all the time.

4/5 villain inherents give bonus damage. And none of them are dumb and gimmicky. And some of them even have more than one effect.


Quote:
Originally Posted by PRAF68_EU View Post
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.

 

Posted

I say, sir, your facts are getting in the way of our impressions. Please move along.


 

Posted

PLEASE READ


The Scrapper is a fierce melee combatant. In hand to hand, no other hero can compare. But the Scrapper is not as resilient as the Tanker, and might find himself in a little trouble if he heedlessly wades into combat. The Scrapper's aptitude for melee is countered by a total lack of distance attacks. Scrappers possess Critical Strike capability. Their melee attacks have a chance to sometimes do double damage.

Brutes live to fight, and as a Brute, you will revel in hand-to-hand combat. With strong offensive power sets designed to inflict pain and impressive defenses to take it, you're the best there is in a straight melee fight. Protracted battles only make you mad, and the madder you get, the more damaging your attacks become. You do lack ranged attacks, which could leave you vulnerable to hit-and-run tactics without allies to cover you.


Ok, so Brute is an unfortunate choice for naming the AT, as it does tend to conjur certain beastly images. However, as you can see in the descriptions above, taken directly from the little informational book that came with the games....there isn't a big difference between Brute and Scrapper. There is absolutely NO mention of Brutes being stupid beastly creatures that can only SMASH stuff.

Everytime I see someone post something along the lines of a set not being right for brutes because it is gracefull or doesn't have enough SMASh....I just wanna vomit.


 

Posted

Actually, Dispari is pretty on there, with only a few numbers being off. Blasters, Scrappers, and Controllers have decent/good inherents, whereas Defenders and Tankers got the junks. All of the villains have awesome inherent abilities, and/or are built around said inherent power (Fury, Domination, Assassination).

Originally, before the hero inherents were retooled, blue-side had only two good inherent powers (Critical, Containment). Since then, Defiance has jumped above both. Trying to compare Vigilance(Negligence) and Gauntlet(You Should Have Taken Taunt) to anything red-side is laughable.


 

Posted

[ QUOTE ]
Actually, Dispari is pretty on there, with only a few numbers being off. Blasters, Scrappers, and Controllers have decent/good inherents, whereas Defenders and Tankers got the junks. All of the villains have awesome inherent abilities, and/or are built around said inherent power (Fury, Domination, Assassination).

Originally, before the hero inherents were retooled, blue-side had only two good inherent powers (Critical, Containment). Since then, Defiance has jumped above both. Trying to compare Vigilance(Negligence) and Gauntlet(You Should Have Taken Taunt) to anything red-side is laughable.

[/ QUOTE ]

After containment, Vigilance was added for pretty much no other reason than players complaining Defenders didn't have an inherent power - the only thing developers ever saw defenders needing was more endurance when #@% hit the fan. They had no plans to give defenders any inherent.

Whereas other inherent powers are either designed around (Fury/Dom/Assasination), there for a coolness factor ( Scourge/Crits/Overpower), utility (Gauntlet/Supremacy/Overpower), Vigilance is the whine power.

And no power should ever a) be required, b) if required given outright or your 1st tier secondary power. That's part of why tanks have gauntlet. That, and even taunt caps at five targets

Vigilance is our nice "Be careful what you wish for" lesson as it didn't bite us in the A.

That and one of the developers' first big "Can't ever please the players" lesson.


Orc&Pie No.53230 There is an orc, and somehow, he got a pie. And you are hungry.
www.repeat-offenders.net

Negaduck: I see you found the crumb. I knew you'd never notice the huge flag.

 

Posted

[ QUOTE ]
Tanks: They taunt more. Whoopie.

[/ QUOTE ] Considering the philosophy behind inherent abilities when this was made, it fixed the one issue tanks really had - people stealing agro then dying.

[ QUOTE ]
Controllers: Bonus damage for the one or two attacks they get. Admittedly, pretty decent if you're chaining AoEs.

[/ QUOTE ] No, bonus damage for any non-temp/inherent powers. This can really help when their controls start doing double damage. Also, they have Overpower - the "Control Crit" - 10 or 20 percent chance at +1 magnitude on all non-KB/KU controls.

[ QUOTE ]
Mastermind: +dmg and +ToHit. Masterminds run around doing bonus damage with bonus accuracy all the time.

[/ QUOTE ] For their pets - they don't benefit, as I recall. Which would mostly be an issue for their secondary.


Orc&Pie No.53230 There is an orc, and somehow, he got a pie. And you are hungry.
www.repeat-offenders.net

Negaduck: I see you found the crumb. I knew you'd never notice the huge flag.

 

Posted

I'll add something to put the mastermind inherent in perspective. Most of the pets are one or two levels below the mastermind, so they actually need the acc/damage from the inherent to deal the damage you'd "expect" the pets to deal. They could have made the pets stay X level or have a natural tohit buff and gotten rid of the inherent power.


Active (Freedom): Setna (Ice/Psi Dom), Arram (WP/KM Tank), Tesmiel (Elec/SS Tank), Astredax (Robot/Dark Mastermind), Operative Vidali (melee fortunata)

Retired (Virtue): Gaav (Inv/EM Tank), Baqra (Fire/SS Tank)

 

Posted

It's been just about 15 months since the first, and only, round of Proliferation. Any news on this?


 

Posted

Any chance of Scrappers getting Super Strength? Corruptors getting Archery and Trick Arrow? Brutes getting their ice powers back?


 

Posted

Even on this page seeing posts about inherents? Its a proliferation thread...

ON that note, the main things i'd like to see ASAP ported, is Blue elec melee for tanks, and dark blast ported over to blasters, with possibly aim in place of dark pit (blaster set after all that type of control doesnt make much sense in a primary for them, plus, aim standard).

Of course rendered from that, i'd imagine elec armor would port to tanks, and possibly some form of dark manipulation secondary for blasters and possibly a dark mastery epic for blasters, as well as elec mastery for tanks.


Plasmic's Guide to Sonic/Mental

Plasmic's Guide to Regeneration

Plasmic Fire - 50 Fire/Rad Victory Server

 

Posted

C
L
A
W
S
4
B
R
U
T
E
S


Willpower has more passive regen than Regen does. Who thought that was a good idea?

Can we get a fix for Energy Melee instead of more new sets?

 

Posted

[b][i]

C
L
A
W
S
4
B
R
U
T
E
S


 

Posted

Clawed gloves for scrappers pleases!


 

Posted

With the expansion of sets to certain thematic elements is there going to be additional ancillary/epic sets released?

For concept / thematic reasons I's really like my upcoming electric controller to have access to epic electric mastery rather than sticking him with "fire-mastery" just for the sake of fireball's usefulness.


 

Posted

Anyone heard more about this? I don't believe that Powerset Proliferation has been slated to be with I18 or GR, but I'm really really hoping it's just a well-kept secret. I may be in a minority, but am I the only one that wants to see /Regen ported to Brutes, Along with Martial Arts? And for Energy Melee to be given alternate animations so Bonesmasher/ET/TF all aren't forced to be double-fist animations?


 

Posted

Both of those sets (MA and regen) would be awesome for brutes.I'd roll tons of combo's


 

Posted

What about:

1. Illusion control for doms
2. Fire melee for stalkers
3. Fire armor for stalkers

have these been discussed yet?


 

Posted

I am not much of a "Blue sider" but i kinda like blasters, but i was wondering , what is the deal with em ? is a blasters job just to aggro every thing an then faceplant? thats all mine seems to do . Blaster Primary is ranged an the secondary is what looks like a type of mele ?
if thats the case why do the blasters got all the meh mele powers ?
where is MA? SS ? DM? i would really love some DP-MA gun fu action (pew pew +Crane kick FTW ! or a fireball + Ko Blow) for some good ole Street fighter type fun b4 a truly awsome faceplant


 

Posted

My personal wish list:

Dark Domination and Dark Assault for Dominators (First on my list on purpose)
Super Strength and War Mace for Scrappers (Because Superman and Thor clones just don't... FEEL right as Tanks, to me)
Broadsword for Brutes (Claws was before this... why? Oh, and STALKERS got it first?.. )
Kinetics for Masterminds (I can dream, can't I?..)


Where to find me after the end:
The Secret World - Arcadia - Shinzo
Rift - Faeblight - Bloodspeaker
LotRO - Gladden - Aranelion
STO - Holodeck - @Captain_Thiraas

Obviously, I don't care about NCSoft's forum rules, now.

 

Posted

Hi everybody

Does someone know what the devs say/said about Regeneration and Spines for Brutes?
Are these on the "will come sometimes" or on the "Nope, no chance" list ?

(I am just curious for a superstrength/regen brute or a "mobsaw" brute ^^)


 

Posted

My apologies for being too lazy to read the whole thread for other people's opinions/ideas for proliferation.
Now, I don't really look forward to any possible powerset proliferation (except thermal/fire for defs and psy for corrs), but I've got an idea for proliferating the somewhat favoured Fire Melee to Stalkers. Now, whether the idea is powerset-wise as much as it is animation-wise (or whether this has been requested before), I don't know, but here we go:

IMO, a FM stalker should have BoF or FB, whatever it's called for melee'ers, so I'd say FSC should be switched out for AS and of course Taunt to be switched out with Placate.

My idea for AS (Let's call it Assassin's Blaze) is inspired by the obvious Falcon Punch animation; the character uses the AS animation from Assassin's Shock, though, here the fist is being consumed in flames that, when hitting the target, burst in a phoenix like explosion, like RotP.
Here, I call for some differentiation from the other stalker powersets; my thought is that Assassin's Blaze, instead of (or along with) the fear and to-hit debuff, deals medium-high AoE Fire damage in a 10' radius, to promote Fire's high damage status.

Also, if anyone thinks this should have been posted elsewhere (or should have just remained silent), I must apologize for putting it here.


@Global: Difficult One
Playing on European Servers (Union, Defiant)

If a person turns down an idea, he turns down an opportunity to evolve himself

 

Posted

I know its kinda old..

But Empathy and Villains.

Yes, Empathy by itself isn't a very villain like thing that one would just think off the top of their head..However, villains are tricky.

"I'll be empathetic for your cause, so long as you fight for mine."

There was at least one villain I can think of right now who was very very empathetic. His name was The Claw from GunxSword, and the only villain I know who is like an 80 year old frail man who killed people by hugging them. He always though was trying to think of a brighter future, and heal the world.


 

Posted

very nice