Worst of the Worst


1VB_FIST

 

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If you're going to do this, better set a time limit. Since TECHNICALLY an illusion or mental can just confuse a group until there's only 1 mob left, if they have some form of stealth.


 

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Originally Posted by Signpost View Post
If you're going to do this, better set a time limit. Since TECHNICALLY an illusion or mental can just confuse a group until there's only 1 mob left, if they have some form of stealth.
oh absolutely. I agree. My soloing habits involve using deceive to ensure no alpha is taken and i can debuff freely, but I dont wait for the mob to destroy itself either. great suggestion. Ok so maybe make it based on completion time as well? since technically this challenge would be easy for a stealthed ill, mind, or plant. This would lead me to believe ouro arcs would be best so far for this. any suggestions on a truly challenge enemy group to focus on? Ill start checking into ouro arcs tonite that would work for it.


 

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Originally Posted by Signpost View Post
If you're going to do this, better set a time limit. Since TECHNICALLY an illusion or mental can just confuse a group until there's only 1 mob left, if they have some form of stealth.
True, and things get murky when you add in set bonuses, pool powers, vet powers, temp powers, yadda yadda yadda.

An AE mission probably the easiest way to control variables. You'd need some kind of custom enemy with no particular resists and no self buffs.

Maybe, to go even deeper, there need to be a trade-off between speed and damage taken. Play too cautious, and you'll run up the clock, play too reckless, and you'll take too much damage.


Stay Gold, Paragon. Stay Gold.
Nolite te bastardes carborundorum.

 

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Originally Posted by MaHaBone23 View Post
True, and things get murky when you add in set bonuses, pool powers, vet powers, temp powers, yadda yadda yadda.

An AE mission probably the easiest way to control variables. You'd need some kind of custom enemy with no particular resists and no self buffs.

Maybe, to go even deeper, there need to be a trade-off between speed and damage taken. Play too cautious, and you'll run up the clock, play too reckless, and you'll take too much damage.
Not AE. Unless AE arcs can be shared across servers? (not sure on that.) If they cant it'd be best to do it via ouroboros flashbacks.

1) You can set a time limit challenge which will keep the Confuse power sets from getting an advantage.
2) you can set it to AT powers only (which would rule out pools so maybe not cuz thats really part of your build and not an advantage)
3)you can set it for no Temps. This is important since geas of the kind ones will help speed up the run and technically you could pop an HVAS or shivan and that would be unfair.
4)you can run it with no epics/inspirations/enhancements, tho these are all available to all so i dont think we should use that.

Most important Ouro would allow contestants of all levels to compete since we will all be lvl adjusted. I know I am still completely comfortable running my Ill/rad down to as low as lvl 10 and meet the criteria of the challenge with no temps or vet powers.

This sounds like a lot of fun and I hope we can get some cooperation on putting something like this together. Anyone know how we are going to be able to determine the focus of the challenge? The part where you do not get hit even once? As far as proving it to others in a screenshot?


 

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Originally Posted by Griff Mender View Post
Not AE. Unless AE arcs can be shared across servers? (not sure on that.) If they cant it'd be best to do it via ouroboros flashbacks.

1) You can set a time limit challenge which will keep the Confuse power sets from getting an advantage.
2) you can set it to AT powers only (which would rule out pools so maybe not cuz thats really part of your build and not an advantage)
3)you can set it for no Temps. This is important since geas of the kind ones will help speed up the run and technically you could pop an HVAS or shivan and that would be unfair.
4)you can run it with no epics/inspirations/enhancements, tho these are all available to all so i dont think we should use that.

Most important Ouro would allow contestants of all levels to compete since we will all be lvl adjusted. I know I am still completely comfortable running my Ill/rad down to as low as lvl 10 and meet the criteria of the challenge with no temps or vet powers.

This sounds like a lot of fun and I hope we can get some cooperation on putting something like this together. Anyone know how we are going to be able to determine the focus of the challenge? The part where you do not get hit even once? As far as proving it to others in a screenshot?
AE Arcs can be accessed across servers. The only problem AE presents is the lack of ability to control what people can use, like accolade powers. I agree that picking a specific Ouroboros mission works. Though with Oro you would probably need to specify a blue side mission and a red side mission, preferably on similar maps and involving the same enemy group. I'm not really sure how easy that would be.

As for measuring success in the challenge, all I did was look at my progress on the next Damage Taken badge and write it down before and after running the mission. Perhaps screenshots of that?


 

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Originally Posted by Steel_Shaman View Post
AE Arcs can be accessed across servers. The only problem AE presents is the lack of ability to control what people can use, like accolade powers. I agree that picking a specific Ouroboros mission works. Though with Oro you would probably need to specify a blue side mission and a red side mission, preferably on similar maps and involving the same enemy group. I'm not really sure how easy that would be.

As for measuring success in the challenge, all I did was look at my progress on the next Damage Taken badge and write it down before and after running the mission. Perhaps screenshots of that?
1) People still play redside? o.0
but yeah yer right.
2) great idea on the progress bar. We could show a screenie of when we accepted the arc and when we finished. I think that would be acceptable as far as proof for any participants. More of a fun challenge anyway.

Now....I'm assuming we all want Malta? Lol seriously tho anything but Knives of Artemis. I dont think realisticly anyone could do that. Unless they did heavy confuse powers while hovering and invis. The caltrops would just be a deal breaker there. We could maybe make it Rikti to even out against the stealthers since the probes would pick them out?


 

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Originally Posted by Griff Mender View Post
1) People still play redside? o.0
but yeah yer right.
2) great idea on the progress bar. We could show a screenie of when we accepted the arc and when we finished. I think that would be acceptable as far as proof for any participants. More of a fun challenge anyway.

Now....I'm assuming we all want Malta? Lol seriously tho anything but Knives of Artemis. I dont think realisticly anyone could do that. Unless they did heavy confuse powers while hovering and invis. The caltrops would just be a deal breaker there. We could maybe make it Rikti to even out against the stealthers since the probes would pick them out?
Rikti monkeys leave those annoying little gas clouds when they die, which IMHO is just as bad as the Knives and their caltrops for purposes of this challenge. How about Council? The only drawback to them I can think of is those damnable hyperactive puppies and their near-immunity to immob and slows.


 

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Back to the OT, I feel Assault Rifle is one of the worst sets in the game. I probably sound like a broken record by now, but that's my opinion and I'm sticking to it.


 

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Originally Posted by Neogumbercules View Post
Back to the OT, I feel Assault Rifle is one of the worst sets in the game. I probably sound like a broken record by now, but that's my opinion and I'm sticking to it.
ACK! we are totally guilty of thread jack. Sorry everyone. I'll start a thread on this other idea in the general archetype forum on a new thread. Sincere apologies. just got really excited about the idea.


 

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Originally Posted by Neogumbercules View Post
Back to the OT, I feel Assault Rifle is one of the worst sets in the game. I probably sound like a broken record by now, but that's my opinion and I'm sticking to it.
Aww, but Ignite is just so fun! And it has more AoEs than any other similar sets!

(seriously though, why do people dislike AR?)


 

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troll/cocky/newb no doubt most annoying combo ever! oh wait u mean in ATs and that crap? i'd say like a lvl 10 that just switched builds so they have literally no powers, i love being a 50 tank with nothing but incarnate in PI or a mission just taking hits and using my one attack (which i delete and make into brawl)


 

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Originally Posted by Steel_Shaman View Post
Rikti monkeys leave those annoying little gas clouds when they die, which IMHO is just as bad as the Knives and their caltrops for purposes of this challenge. How about Council? The only drawback to them I can think of is those damnable hyperactive puppies and their near-immunity to immob and slows.
Honestly I think the entire competition is silly. You guys are comparing sets with sleeps and non-aggro powers. The winner is just going to be the most patient person. Doesn't matter which set you're using.


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

 

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Originally Posted by Signpost View Post
Aww, but Ignite is just so fun! And it has more AoEs than any other similar sets!

(seriously though, why do people dislike AR?)
Probably because much of its damage is lethal, it doesn't have Aim, and sentences the player to lots of redraw. The last point is the killer for me... I don't like having to constantly whip out my weapon in a fight, though that's more of an aesthetic complaint.

I wouldn't put it among the 'worst of the worst,' though. It's quite good in a lot of situations. I just don't have the patience to play it long enough to get and slot the fun powers in the set.

Let's see, worst of the worst...

Put my vote in for Electric Blast. I've played an Elec/Elec Blaster to 38, and the whole experience was just painful to me. Endurance Drain is cool on paper, but unwieldy, unreliable, and almost invisible in practice (Electric Control does a much better job with this effect, I feel). Short Circuit seemed highly overrated. Voltaic Sentinel... ugh. The developers' insistence that this is an awesome, set-defining power has always mystified me.

Or maybe Trick Arrow. I tried to like this set - really, I did. I have an Archery/TA Corruptor at 31, and he feels like a complete leech on teams. Archery was cool, but TA just seemed to lack any game-changing powers. I keep the character because unlike my Electric Blaster, I can imagine a future where this one will one day be good. Still, on most characters, I start to feel a little bit badass by 30. My archer still needs training wheels.


The Ballad of Iron Percy

 

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Originally Posted by The_Hegemon View Post
Probably because much of its damage is lethal, it doesn't have Aim, and sentences the player to lots of redraw. The last point is the killer for me... I don't like having to constantly whip out my weapon in a fight, though that's more of an aesthetic complaint.
Well, other than having Aim, Archery has even more lethal damage, and Assault Rifle has two attacks with no lethal/smash damage component, both which deals good damage. (and both which are AoEs, one of which is sufficiently cost-effective to use as a single target attack, even if only 1/4 of it's ticks get through due to that pesky fear effect..) (Also for being a damage skill, ignite also gives one of the best defiance bonuses)


 

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Originally Posted by The_Hegemon View Post
Probably because much of its damage is lethal, it doesn't have Aim, and sentences the player to lots of redraw. The last point is the killer for me... I don't like having to constantly whip out my weapon in a fight, though that's more of an aesthetic complaint.
Also, the set's hardest-hitting traditional AoE, Flamethrower, does its damage over 7.1 seconds, which really lowers its value on fast-paced teams or when hoping to wipe out minions so you have less incoming damage to worry about. Add the lack of a tier 3 blast, two AoEs that have a chance for knockback, Ignite being hard to get much damage out of (especially since casting any immobilize requires you to redraw your weapon afterward,) and Full Auto having a narrow cone, and I think that's all the major complaints I've heard about the set.


Having Vengeance and Fallout slotted for recharge means never having to say you're sorry.

 

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Until Griff gets his new thread up, I'll post my results here.
Level 23/24 Elec/Elec Dom (I also dinged mid-mission)
Mission: "Defeat Paulie "The Gun Show" Morinni!"
Enemies: Mooks (mostly yellows, whites. One orange LT)
It wasn't a kill all, but I did treat it as such.
Location: Warehouse
Damage Taken: About 98. One machine gun spray that totaled about 44, and a shotgun hit that did about 54.
Basically, two Mooks hiding behind crates I didn't con when I came into the room. Not having Synaptic Overload hurt. Only 1 slot in Static Field wasnt great either. My technique was to drop the sleep from cover (if possible) , hold/kill one target, hold/kill next target, etc. If SF wasnt recharged, I sometimes did the ol' "Jack in the Box" hold move.

I also tried it with Arachnos. That went quite a bit worse. Crab Spiders were not impressed with my sleep OR my holds, although I did manage to completely end drain one Crab before he could even lay a finger on me. That mace got real heavy.


Stay Gold, Paragon. Stay Gold.
Nolite te bastardes carborundorum.

 

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Originally Posted by Dispari View Post
The power for DS is pretty good too. It's a big damage boost to the pet you give it to. And you get random imps that, while not that powerful, can take hits and do a little damage.

Besides which, the necro, thug, and demon powers can all slot RIP IO sets, giving ALL of your pets an extra 5% DEF and 10% RES.
And a ugly aura.

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Originally Posted by Biospark View Post
The problem though (for me) is that Forcefield has that same feeling AND can combine PFF with Aid Self AND can get resistance in the 40s through Ancillaries. Oh AND has great mitigation through knockback. After playing both Sonic and FF on a defender, there really is no comparison between them (Solo at least). Forcefield is totally better.

Devs, Please Buff Sonic !!!!
Yes, I'm so glad Force Field can easilly land -60 to -90% res(all)

oh wait.

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Originally Posted by Signpost View Post
Aww, but Ignite is just so fun! And it has more AoEs than any other similar sets!

(seriously though, why do people dislike AR?)
Very poor single-target damage, Ignite being an unreliable damage dealer. Yes, you can immob (with the right secondary) but other sets can just hit their close-range damage dealer for the same effect -- or their fourth ranged attack.


What shall claim a Sky Kings' Ransom?

PPD & Resistance Epic Archetypes

 

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I guess I'll justify my nomination of AR.

Burst and Slug are perfectly serviceable ST attacks, if not lacking in creativity/visual flair.

Buckshot is tied for second for lowest damaging early Blaster cone attack. Only Sonic's cones do less base damage, but they all give good -res. It has the added "benefit" of random AoE KB. In a set full of cone AoEs, random KB is a detriment to the AoE chain. It's closest competitor is Fistful of Arrows, which has no Knockback. Considering Sonic's -res and the non-scattering reliability of Fistful, I consider Buckshot the worst Blaster early tier cone attack.

M30 Grenade does slightly less damage than Buckshot, is pure S/L damage, and has a huge mag random knockback effect. Again, in a set full of cones, KB is detrimental to your AoE chain. Starting to sense a theme here?

I know KB lovers may take issue with this complaint. You can mitigate the detrimental effects of KB with positioning, but you can't ever account for the totally random nature that these powers present. M30 is even harder with it's much higher mag and higher target limit.

Beanbag is OK if you like the stun effect. I'm not a fan.

Sniper Rifle is your bog standard Snipe. It's pure lethal damage in a set without Aim, so the damage isn't great, but if you like snipes then you probably like them for reasons other than pure damage.

Flamethrower. Ok. Where to start? First off, when they did the AR "buffs" they lowered the cast time to 2.33 seconds. That was good. But then they went and totally screwed up the projectile speed. That means the further away you are from your target, the longer it takes for your damage to start hitting the enemy. It's soooo slow. BaBs said at the time that this made more sense because the flame has travel time. Maybe he had never actually seen a flamethrower being used before. They are fast. Like OMG FIRE!!! fast. Seriously. Youtube it.

Once your damage does hit the targets, they will slowly begin to take moderately high damage. SEVEN SECONDS later, the DoT will have finally dealt all that damage. A lot can happen in seven seconds. In seven seconds you can unload the rest of your AoEs. In 7 seconds your team can murder the entire spawn. In seven seconds your targets are gonna be dead and the endurance that you spent to deal all of that damage is going to go to waste. Then you're stuck with a slow, expensive, narrow cone attack.

It's even worse on Corrs because this is typically gonna be an opener either before or after Full Auto. If you use it before Full Auto you have no chance of ever scourging and if you use it after Full Auto you might scourge, but you're pulling so much aggro that using another long animating, rooting attack like FA will be extremely dangerous.

Ignite: This power is good. Good IF you can immobilize enemies. Good IF you don't mind spending around 6-7 seconds to set up this combo (4s to cast, + ~2s to use your immob/slow/whatever AND redraw the rifle). Good IF you get more than a couple of guys in the microscopic AoE. Good IF you don't mind having an attack that takes so long to set up and deal all of it's damage that you could literally have used every other AoE attack in the set in the amount of time it takes to pay off this combo. Good IF your team doesn't just slaughter the enemies while you stand there like a moron hosting down corpses. Good IF... oh. It's not good. It sucks. Never mind.

Full Auto: This power is awesome, but it angers me. Why? Well, because it's got a pathetically narrow cone. On top of that, it's got a measly 10 target cap. It's next closest competitor, Rain of Arrows (especially on Corrs), is so much better in so many ways it's astonishing. This is supposed to be the big awesome power that completes the set. You wait till level 32/38 to get it, and when you finally get it, it's really really... boring. Unimpressive. Just bland.


Assault Rifle stands out to me because it's a set that has some good ideas, but constantly trips over it's own feet. It's a cone focused set with random scattering KB. It has narrow cones that are the complete opposite of what you want with all those spread out enemies. It has long animation times even after the buffs and the only powers that aren't hampered by lowish S/L damage or random KB are both excruciatingly long DoTs. One of which requires insane time to cast and use effectively because it is utterly useless unless you can somehow manage to keep an enemy from instantly escaping it's area of effect.

With just a few minor changes AR could be really awesome. With some visual improvements it could become very cool and with some minor mechanical tweaks it can become so much more playable.

Visual: Add tracer trails to burst.

Take M30 off of the rifle and make it an actual tossed grenade. Pull the pin with your teeth and lob it into the crowd.

Have the character get down on one knee to aim down the sight for Snipe.

Make Flamethrower a quick, fiery, smokey blast of fire.

Ignite can be a canister tossed with one hand, then your character holds up a triggering device with the other hand and pushes the button, resulting in an explosion that sets the ground on fire.

Full Auto can start with your character pulling back the cocking mechanism on the gun, holding the weapon at the hip, and unloading a massive spray of bullets with tracer rounds flying everywhere and tons of bullet casings flying out of the gun all over the place. When the shooting stops, your character holds the gun up at a 45 degree angle, and pulls the cocking mechanism again to "reload" as the barrel sends up trails of white smoke.

Mechanical:

Flamethrower should get the same treatment that Midnight Grasp got. I'm thinking 75% upfront damage, 25% percent DoT and it should be LESS than 7 seconds. This is super annoying to me because IIRC the AR buffs came out in the same update as the Dark Melee buffs, but they overlooked Flamethrower and didn't apply the logic of changing Midnight Grasp to Flamethower.

Ignite would actually be ok if the animation time was shorter and the area of effect was larger. Maybe not Oil Slick Arrow huge, but if it was bigger it would be much easier to keep enemies inside of it. You can even give it a slow effect and call it a sticky, napalm like substance.

M30 and Buckshot should have their KB mag reduced to .63 so they can only knock down enemies. This allows you to strategically combo these attacks with the larger radius of Ignite in order to create *gasp* synergy within the damn powerset!! The random knock down will give you the ability to control enemies inside of your ignite patch ensuring they never get out. Because the KD chance is only somewhere like 60%, you won't be able to keep them all in the patch, but that's what makes it exciting, fun, and balanced.

Full Auto should either get a damage increase and a cone size increase OR a target cap of 16 and a cone size increase. Either way, it needs a bigger cone. Archery is the closest basis for comparison. The sets are very very similar in many ways. If Rain of Arrows is balanced for Archery, then 16 targets and a bigger cone would be balanced for AR.


 

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Originally Posted by SkarmoryThePG View Post
Very poor single-target damage, Ignite being an unreliable damage dealer. Yes, you can immob (with the right secondary) but other sets can just hit their close-range damage dealer for the same effect -- or their fourth ranged attack.
I never had any issues with ignite. I use it as a combat starter (mobs turn around shoot me, by the time they realize they're burning, they've already taken some damage. Oh, and on blasters, they give a whopping +15% defiance bonus), as an anti-melee (mobs come in, take a whack, realise they're taking heavy damage, run off..), and yes, against AVs and GMs and stationary objects where movement is unlikely. And on my corrupters, I use them when they're under half health regardless since each individual tick can scourge, leading to relatively stable (and fast) foe-melting.

Yes, Ignite is unreliable. But it does 150% the damage of similar attacks (on blasters), uses half the endurance, it's drawbacks are negligible when single damage is most needed (AV/GMs), is AoE (granted small AoE, but that's better than NO AoE). And it is entirely fire damage, giving a secondary element to a "lethal" set when lethal is heavily resisted/defended.

On a side note, it deals the same damage on corruptors, blasters, and defenders. Meaning that on defenders, it does ABSURD amounts of damage, especially when considering it does nearly x3 damage of blazing arrow, or snipes for that matter.

Checklist:
On Blasters: 15.1% defiance for 11.5 seconds
On Corruptors: Each tick can scourge
On Defenders: Highest damaging attack save for tornado.

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Originally Posted by Neogumbercules View Post
I guess I'll justify my nomination of AR.

Burst and Slug are perfectly serviceable ST attacks, if not lacking in creativity/visual flair.

Buckshot is tied for second for lowest damaging early Blaster cone attack. Only Sonic's cones do less base damage, but they all give good -res. It has the added "benefit" of random AoE KB. In a set full of cone AoEs, random KB is a detriment to the AoE chain. It's closest competitor is Fistful of Arrows, which has no Knockback. Considering Sonic's -res and the non-scattering reliability of Fistful, I consider Buckshot the worst Blaster early tier cone attack.
Technically you forgot Dual pistol's empty clips. Also technically, in it's recharge range, it is also tied first for highest damaging 8 second recharge cone attacks. If we're talking about the 16 second ones, that's what flamethrower is for.

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M30 Grenade does slightly less damage than Buckshot, is pure S/L damage, and has a huge mag random knockback effect. Again, in a set full of cones, KB is detrimental to your AoE chain. Starting to sense a theme here?
That's the same with all KB attacks, however, using hover, you can turn that KB into a KD. Not really hard, just hover above. And because it's not a cone, hovering 1 feet above doesn't affect the size of your AoE. Also, it hits 16 mobs instead of 10. Also, it's a SECOND AoE. Both which are spammable.

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I know KB lovers may take issue with this complaint. You can mitigate the detrimental effects of KB with positioning, but you can't ever account for the totally random nature that these powers present. M30 is even harder with it's much higher mag and higher target limit.

Beanbag is OK if you like the stun effect. I'm not a fan.
It's an option. If you hate stuns... Archery has an entirely identical skill.

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Sniper Rifle is your bog standard Snipe. It's pure lethal damage in a set without Aim, so the damage isn't great, but if you like snipes then you probably like them for reasons other than pure damage.

Flamethrower. Ok. Where to start? First off, when they did the AR "buffs" they lowered the cast time to 2.33 seconds. That was good. But then they went and totally screwed up the projectile speed. That means the further away you are from your target, the longer it takes for your damage to start hitting the enemy. It's soooo slow. BaBs said at the time that this made more sense because the flame has travel time. Maybe he had never actually seen a flamethrower being used before. They are fast. Like OMG FIRE!!! fast. Seriously. Youtube it.

Once your damage does hit the targets, they will slowly begin to take moderately high damage. SEVEN SECONDS later, the DoT will have finally dealt all that damage. A lot can happen in seven seconds. In seven seconds you can unload the rest of your AoEs. In 7 seconds your team can murder the entire spawn. In seven seconds your targets are gonna be dead and the endurance that you spent to deal all of that damage is going to go to waste. Then you're stuck with a slow, expensive, narrow cone attack.

It's even worse on Corrs because this is typically gonna be an opener either before or after Full Auto. If you use it before Full Auto you have no chance of ever scourging and if you use it after Full Auto you might scourge, but you're pulling so much aggro that using another long animating, rooting attack like FA will be extremely dangerous.
Only thing I agree with. But since AR is overloaded with AoEs, I drop the single weakest one, even if it's one of the two fire damage ones.

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Ignite: This power is good. Good IF you can immobilize enemies. Good IF you don't mind spending around 6-7 seconds to set up this combo (4s to cast, + ~2s to use your immob/slow/whatever AND redraw the rifle). Good IF you get more than a couple of guys in the microscopic AoE. Good IF you don't mind having an attack that takes so long to set up and deal all of it's damage that you could literally have used every other AoE attack in the set in the amount of time it takes to pay off this combo. Good IF your team doesn't just slaughter the enemies while you stand there like a moron hosting down corpses. Good IF... oh. It's not good. It sucks. Never mind.
Actually, it's not good if you set up the combo, it's AMAZING. And the combo happens more than you think. On teams, I'm going to assume you have at least one controller/dominator. Something they like to do is hold/immobolize mobs, especially pesky bosses. Or AVs. Or GMs. It just needs to tick for 2.5 seconds on a single mob to justify the end cost for a blaster. It just need to tick for a second to justify the end cost for a defender. Personally, I never bother to set up the combo, the damage is JUST THAT GOOD. (especially since if I'm not taking down single targets, I've 3/4 other AoEs to choose from..)

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Full Auto: This power is awesome, but it angers me. Why? Well, because it's got a pathetically narrow cone. On top of that, it's got a measly 10 target cap. It's next closest competitor, Rain of Arrows (especially on Corrs), is so much better in so many ways it's astonishing. This is supposed to be the big awesome power that completes the set. You wait till level 32/38 to get it, and when you finally get it, it's really really... boring. Unimpressive. Just bland.
It's also the longest ranged cone. Admittedly it's weaker than Rain of arrows. But since there's only three crashless nukes, it's still good for people who don't like nuke crashes.


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Assault Rifle stands out to me because it's a set that has some good ideas, but constantly trips over it's own feet. It's a cone focused set with random scattering KB. It has narrow cones that are the complete opposite of what you want with all those spread out enemies. It has long animation times even after the buffs and the only powers that aren't hampered by lowish S/L damage or random KB are both excruciatingly long DoTs. One of which requires insane time to cast and use effectively because it is utterly useless unless you can somehow manage to keep an enemy from instantly escaping it's area of effect.

With just a few minor changes AR could be really awesome. With some visual improvements it could become very cool and with some minor mechanical tweaks it can become so much more playable.

Visual: Add tracer trails to burst.

Take M30 off of the rifle and make it an actual tossed grenade. Pull the pin with your teeth and lob it into the crowd.

Have the character get down on one knee to aim down the sight for Snipe.

Make Flamethrower a quick, fiery, smokey blast of fire.

Ignite can be a canister tossed with one hand, then your character holds up a triggering device with the other hand and pushes the button, resulting in an explosion that sets the ground on fire.

Full Auto can start with your character pulling back the cocking mechanism on the gun, holding the weapon at the hip, and unloading a massive spray of bullets with tracer rounds flying everywhere and tons of bullet casings flying out of the gun all over the place. When the shooting stops, your character holds the gun up at a 45 degree angle, and pulls the cocking mechanism again to "reload" as the barrel sends up trails of white smoke.

Mechanical:

Flamethrower should get the same treatment that Midnight Grasp got. I'm thinking 75% upfront damage, 25% percent DoT and it should be LESS than 7 seconds. This is super annoying to me because IIRC the AR buffs came out in the same update as the Dark Melee buffs, but they overlooked Flamethrower and didn't apply the logic of changing Midnight Grasp to Flamethower.

Ignite would actually be ok if the animation time was shorter and the area of effect was larger. Maybe not Oil Slick Arrow huge, but if it was bigger it would be much easier to keep enemies inside of it. You can even give it a slow effect and call it a sticky, napalm like substance.
And that would make it overpowered. The closest comparison would be "burn" from fiery armour, since it has nearly the exact same mechanic as the old versions Thing is, it's MEANT to fear, as a form of area denial. It's more than just a damage attack, it's also mitigation.

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M30 and Buckshot should have their KB mag reduced to .63 so they can only knock down enemies. This allows you to strategically combo these attacks with the larger radius of Ignite in order to create *gasp* synergy within the damn powerset!! The random knock down will give you the ability to control enemies inside of your ignite patch ensuring they never get out. Because the KD chance is only somewhere like 60%, you won't be able to keep them all in the patch, but that's what makes it exciting, fun, and balanced.
Or you can hover above the mobs, and do the exact same thing. Or you can use the kb in other interesting ways. Face it, you just don't like KB. I'm going to assume you also don't like the Storm Summoning set.

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Full Auto should either get a damage increase and a cone size increase OR a target cap of 16 and a cone size increase. Either way, it needs a bigger cone. Archery is the closest basis for comparison. The sets are very very similar in many ways. If Rain of Arrows is balanced for Archery, then 16 targets and a bigger cone would be balanced for AR.
Because cone sizes increase exponentially with distance, the cone is HUGE especially when used at max range. Making the angle bigger would me it extremely likely to tag a spawn beside it. Only thing I agree with is the 16 targets thing, but I'm uncertain that's possible with the current game code.


 

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Originally Posted by Signpost View Post
Or you can hover above the mobs, and do the exact same thing. Or you can use the kb in other interesting ways. Face it, you just don't like KB. I'm going to assume you also don't like the Storm Summoning set.
I enjoy KB quite a bit (see my Storm/Energy Defender), but as an avid AR Blaster, I dislike the KB inherent in the set. Having to hover above a mob just to keep it from hurting the other powers in the same set is an unnecessary obstacle. In Storm Summing, the entire set works around moving foes around. Lightning Storm alone can cause a lot of KB, and Hurricane causes MORE KB which lets you shift enemies around and cluster them together so that you can make the most out of Storm's damage and debuffs. All of that is within the set itself. The KB is designed to make the set as a whole work better (in the right hands, of course).

In order to make AR's KB not force enemies out of your cone radius, you've got to take an additional power that doesn't come in the set. That's where, in my opinion, AR gets the short end of the stick. I agree Neogumbercules that AR could definitely use being looked at. It's fun, and my AR/Mental is one of my favorite characters, but the set as a whole is just a little off.

I actually think the Flamethrower idea is pretty good after glancing at it quickly. It was always weird to me that somehow, Flamethrower was the sloooooowest fire in the woooooooorld.



Wild Streak - Lv. 50(+3) Beast Mastery/Sonic Resonance Mastermind, Amnesty - Lv. 50 Staff Fighting/Dark Armor Stalker

 

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Originally Posted by Crashed View Post
I enjoy KB quite a bit (see my Storm/Energy Defender), but as an avid AR Blaster, I dislike the KB inherent in the set. Having to hover above a mob just to keep it from hurting the other powers in the same set is an unnecessary obstacle. In Storm Summing, the entire set works around moving foes around. Lightning Storm alone can cause a lot of KB, and Hurricane causes MORE KB which lets you shift enemies around and cluster them together so that you can make the most out of Storm's damage and debuffs. All of that is within the set itself. The KB is designed to make the set as a whole work better (in the right hands, of course).

In order to make AR's KB not force enemies out of your cone radius, you've got to take an additional power that doesn't come in the set. That's where, in my opinion, AR gets the short end of the stick. I agree Neogumbercules that AR could definitely use being looked at. It's fun, and my AR/Mental is one of my favorite characters, but the set as a whole is just a little off.

I actually think the Flamethrower idea is pretty good after glancing at it quickly. It was always weird to me that somehow, Flamethrower was the sloooooowest fire in the woooooooorld.
Maybe it's just me then. But as an AoE set it really isn't all that bad, and I don't compulsively force myself to be optimal. And it's not like it's the set with the most KBs. (glances at energy blast, which also has 2 (ignoring nuke) AoEs with KB.)


 

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AR with Boost Range, is a thing of beauty. Full Auto > Flamethrower > Buckshot before the spawn even gets to melee range on me. The KB from Buckshot pushing back the fastest runners, in time for...Ignite! Fear > Aggro . Slug to finish off the boss. Oh! Look! All those powers have recharged for the next spawn.... What's that? Some of them don't try to run into melee? No problem, M30 has huge range, I'll just push them into the next spawn for the next rinse and repeat. I feel sorry for melee members of my team, trying to beat my bullets to the spawn .

In all seriousness though, AR could use some lovin. Not something I would put forward as Worst of the Worst though. Not with Electric Blast around....


 

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I didn't read your whole quote counter-quote thing but I did see a little excerpt I'd like to correct you on. I like storm summoning.

Edit: Ok I read it all now. I see your points about hovering but that requires you to have a high ceiling. If you don't have a high ceiling you will be in melee range, and chances are you won't get a good cone angle from shooting directly above close targets. Hovering also presents many scenarios where secondary powers and even other powers in the primary aren't ideal for a hovering character. It could also clash with a player's theme. Traps is a good example of a set that doesn't play well with hovering. You need to be on the ground to use all of those powers. It's a pretty big caveat to work around the completely random KB.

I don't think we'll ever agree on Ignite so it's not worth arguing the point, but my experience with that power was purely negative.


 

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While I can't argue that Peacebringers couldn't definitely stand to use some attention from the devs (yes, I'm aware they were made "better" a while back, but there's plenty of room for improvement), I definitely don't think they're as useless as some people have said. I love my 50 Peacebringer. He may not do a ton of damage, and he gets mezzed like a chump, but he can survive situations that even cause some Tankers to faceplant.


 

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Originally Posted by Not_Rhino View Post
I love my 50 Peacebringer. He may not do a ton of damage, and he gets mezzed like a chump, but he can survive situations that even cause some Tankers to faceplant.
Bull. You've either found the worst of tanks to compare to, or you've recently discovered the art of hyperbole.


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