What is your position on untyped damage in Incarnate content?


Aneko

 

Posted

Quote:
Originally Posted by War-Nugget View Post
But at the moment it is equal across all AT.
All the Defenders and Tanks take a OHKO+1HP attack in Lambda.
All the Defenders and Tanks take a 50% attack to their health every 30 seconds in Keyes.

If vectors and types were added to the attacks, yes tanks would survive more than defenders. Right now, it does not matter that you are a tank or that you are a defender. Your tank gets damaged as much as someone elses defender.

Umm, I know that. This is what I have an issue with, if you've been reading my posts this whole time...


 

Posted

Good:
Having sections, encounters, or powers which do untyped damage that add an element to a fight and require additional tactics. See: Apex TF

Bad:
Having an entire encounter designed around untyped damage which makes your entire character, build, and playstyle invalid. See: Hamidon


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Originally Posted by PRAF68_EU View Post
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Originally Posted by TwoHeadedBoy View Post
Except when you happen to be mid animation when it goes off. -_-

I don't see why these attacks shouldn't work like the attacks in the rest of the game. I can understand them being high damage, sure, but one shotting someone with capped resists? It really just feels like cheating.
Getting destroyed by BadBABs just because he chugged some beer really doesn't do anything for me as far as feeling powerful. I felt more powerful at level 1. I haven't touched the iTrials in a long time, and might never again.


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Posted

I kinda like it. Another side of the coin is why should the end-game content favor any damage-type?


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.

 

Posted

Remove the OHKO rule, as a lowbie you can die from falling off a building, if you're running through an area of much higher level enemies and they get a shot off, back to the hospital. If they removed the OHKO rule everyone dies, yes the attack is that strong, I feel one of the issues you're having is that a base full health Blaster (or Mastermind for that matter) and a full health tank (who is HP capped) end up with only 1 HP left after the attack, if they removed the OHKO rule everyone hit by nova fist would die, that seems fair and not a bad idea to me at all.

The other issue is making you're build feel worth the same as the SOd player, what if you could build for untyped damage? Would you? What if they implemented incarnate IOs that only dropped during incarnate trials, have the damage, pbaoe, and the like sets and for the 6th slot put 2.5% defense to untyped damage. The ONLY way people would slot for it would be on an alternate build they only use for I trials but even then is a player going to give up softcapped defense for half that and only 15% defense to untyped which is largely avoidable and/or manageable?

I still like my nuke example and you're right certain superheroes can survive a nuke but it was used as an example as something at a) will hit you no matter what you do and b) hits hard enough to knock you out. For balancing issues remove the OHKO rule, then everyone can die together.


 

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I don't particularly like the idea of removing the One Shot code- but, if you wanted to be able to insta-kill any character in the trials you already can, just make the attack do multiple ticks of damage, spaced infinitely close together (like what the Longbow Heavy would/used to do in Recluse's Victory... 6 or so shots over 1/4th a second that did somewhere around 2k damage, a guaranteed 1 shot on my Stalker if it hit!).

Adding an 'untyped' damage type would likely require some revamping of how the type system for damage works (as I mentioned earlier on, they already had all the types used up back when they added Hami damage), and I'm fairly certain that you can't make def/res able to block 'untyped' damage (a base defense buff might, actually, which'd increase your defense to everything else, though... no equivalent for resistance AFAIK). Not saying it's impossible, but that it wouldn't necessarily be a drop-in "solution" (a "solution" I don't like anyways).


Quote:
Originally Posted by ShadowNate
;_; ?!?! What the heck is wrong with you, my god, I have never been so confused in my life!

 

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Originally Posted by TwoHeadedBoy View Post
No, that's exactly where it becomes unfair. I don't believe that any attacks should exist that do just as much damage to a tank as they do to a blaster unless it's something that the tank has no resistance and no defense to- We have exotic damage types in the rest of the game for exactly that reason. I do not think it's okay for someone who's spent billions of inf. softcapping a position (or even all three) and building up good resists to most damage to ever encounter a situation where they are just as survivable as Joe Blaster with an SO build. To me, it negates not only the hard work people have put into their builds... It contradicts the fundamentals of having archetypes in the first place.
Well it's not like Marauder spams Nova fist non stop, and the game gives you ample time to get the hell out of range. That single attack hardly nullifies entire IO builds, because they are still taking a lot less damage from his normal attacks, or whatever adds they might have aggrod onto them.

Ive run dozens of Lambdas with all sorts of toons, I think I've been hit by his Nova fist once when I wasn't paying attention.. It really isn't that difficult to dodge.

Keye's is a bit different, but even with a set HP drain, Tanks are still left with overall more numerical HP then what a Blaster is left with. Which makes a large difference (compounded by Tanker's other defense attributes) if they are in the midst of a battle.


 

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FWIW: I think we have alot more untyped damage than people might think at first - my blaster's basically fighting with no Ancillary Shield in Keyes because Anti-matter OneShots me without even aiming at me - anyone who has his aggro seems to forget that he, you know, USES AOES. I wish my Fire Shield would get the PVP treatment (resistance to everything) in iTrials.

Also - I run out of greens about 3 pulses in cause the pulse's damage scales to my increased HP but my greens do not.

Also Also - my Brute laughs at Marauder's Nova Fist - I wade into melee, taunt him, and Fire Rebirth radial just as the power icon shows up in my list. I heal the instant after receiving damage, and myself and everyone nearby are at full in under 5 seconds.


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Quote:
Originally Posted by Shubbie View Post
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I love untyped/unavoidable damage myself, it makes the game feel a lot more along the lines of the comic book superheroes. Where's the fun in being utterly invincible to everything that comes along, I think we all need our kryptonites, even people who've spent bzillions on their characters (before you moan about it, yes, I have spent tons of cash on a character before).


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Quote:
Originally Posted by streetlight View Post
The one thing that untyped, nonpositional damage can't beat? Being healed.
Heal resistance (and regeneration debuffs) say "Hi!"

Granted, I can't think of anything other than Hamidon that applies Heal resistance (unless that's how heal decay in PVP works), but it still exists, and could be added to other things.


@Roderick

 

Posted

*wanders in*

As primarily a tank player I don't mind the untyped damage in the iTrials that much, as they are separate, story specific mechanics.

It does feel a "little" like the game is cheating but again its a story specific mechanic, so not a big problem. To be honest I dislike the sequestering mechanic far more! As a tank I am relying on other members of the team grabbing aggro once I get to 2 rings otherwise the whole team gets held. Since I have no method of "disposing of aggro" its annoying to be at the mercy of other team mates. Especially as I get the blame.

That happened fairly recently actually. After one BAF a league mate made a sarcastic comment thanking me for all the sequestering and told me I needed to "learn to play". At first I felt guilty but then I noticed he happened to be the one Brute on my team and since there where no other tankers, he was the only one really equipped to take the aggro once I got to two rings!

*sigh*


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(Cliffs Notes version at the end, for those un-inclined to read my rant on Incarnate trials)

Preface: I'm ALL for making content harder. I started running TF's at +4 something like 4 issues ago. Long before Incarnate content. Most of them were <45, so IO's didn't do squat, either. Try running Original Positron at +4, if you want a challenge. It's fun. (Split across two play sessions, I think we ended up at something like 4:32 actual time, with around 104 deaths, for the record) When you're getting debuffed into next Thursday (IE: having -400% ToHit, 0 HP/s regen, and -30% Defense and/or Resistance, with no Incarnates to back you up), you really have to start thinking about how much aggro the team (and yourself, if you're tanking) can handle, and put more thought into special circumstances (like pulling AV's, etc). It adds much more excitement to TF's, and missions in general.

That said, in special circumstances where it's justifiable with a logical story-based explanation, I'm all for unresistable/unavoidable damage. To an extent. Take the Terra Volta Trial for instance. You're standing in a nuclear reactor. Taking unavoidable damage makes sense. To a certain extent, Hamidon's damage also makes sense. It's a highly specialized circumstance, and is fairly logically explained. Same goes for the Crystal Titan. It (to an extent) just makes sense. With the possible exception of Crystal Titan (it's been a while since I've done that trial), none of these can one-shot you. There are ways around the damage (bubbles, EoE's, and Ambrosia's, respectively, on top of healing in the case of Terra Volta and Crystal Titan), and you have ample time to evade the damage, or otherwise avoid it.

Nova Fist? I can see the meeting now.... "So, guys, we um... Need to come up with an explanation for this guy being guaranteed to be able to one-shot a Stone tank with 3,200 HP, hardcapped resistances, and 60% defense (to all but Psi, mind you), and 150 HP/s regen." "I've got an idea. Let's have Marauder drink a magic energy drink that makes him all uber and stuff!" "Sounds like a plan, let's do it!" Yes, I know. You get a warning about his Nova Fist. But let's be honest for a second, shall we:

First off, there is *no* explanation as to what "Nova Fist" actually is aside from giant red letters yelling "NOVA FIST, BACK AWAY!" at you. It doesn't tell you "Oh, by the way, Nova Fist is an unresistable, undefendable PBAoE that can one-shot *anything* in the game." It kinda sucks being on your first trial and finding these things out the hard way.

Second, yes. You get a warning. But, assuming you know what that means, there's other factors. First, lag. I don't know about everyone else, but I have *never* been on an even remotely lag-free trial. So, that 5 second (or so) warning is now down to about 4 seconds. Shadow Maul has a 3.07 second cast time. If you happened to activate Shadow Maul (or a similar power) just before the warning, you're now down to a (roughly) 1.5 second span of time to move after seeing the warning. Now, factor in the lag trying to move away, possibly getting stuck on teammates, and/or the fact that Stone tanks are not the most mobile objects around, or a myriad of other problems that could come up... And you're royally screwed. THAT, I am not a fan of.

I can (technically) get one-shotted by Dr. Aeon (on the STF), yes. IF, he happens to CRITICAL with Total Focus, AND that critical happens to make it through 55% Defense (before ally buffs). It's possible, but unlikely, largely avoidable (it's a very slim chance), it doesn't have a chance of screwing over the other 7 people on the team (unlike the other 20-something people Nova Fist can screw over), and fairly easy to recover from, if by some miracle it happens. THAT, I am a fan of, as it adds an unpredictable element to the mission, knowing that it's *possible* but *unlikely* that you *could* die by a random coincidence. Being guaranteed to die every 20 seconds or so (however often Marauder uses Nova Fist) if I don't move at the right time is not my idea of making content both fun *and* difficult. It actually ends up making it difficult to have fun.

Since I'm ranting, let's talk about Keyes...

I've done it once. Yes, once. With any luck, I'll never do it again. EVER. I had the misfortune of running my first Keyes on my Blaster. This blaster can solo-main-tank LGTF by way of popping breakfrees and melting mobs before it takes significant damage. It can even survive reasonably well on BAF/Lambda, despite having no defense or resistance whatsoever. On Keyes, I lost count, but if I had to guess, I'd say I probably died somewhere in the area of 70 times (yes, in one trial), due entirely to the unavoidable, unresistable, un-counterable (the first person who says "pop more greens" gets shot) pulses of damage, that there is *no* legitimate way to recover from. Rest is out, because you'll either die from other aggro, or die in rest, because rest takes so long to activate that the next pulse will hit while you're still resting (I tried). Popping greens is out, because you likely got rezzed the last several times you died, and are out of greens, which don't provide enough healing, so you have to pop several. Ally buffs are right out, because, you know... It's unresistable and unavoidable. This leaves ally healing. Which is unreliable, given the scale of team size we're talking about here, and even then, only really works with Empathy and Pain. I am NOT a fan of this.


Cliffs Notes version, for those disinclined to read a book: I'm all for harder content. However, adding more and more ways to die with no way to avoid it is NOT the right way to do it. Higher damage enemies (but still resistable/avoidable damage), and more (and more varied) debuffs, and even more (and again, more varied) status effects IS the way to do it. I'm ALL for my tank (the above mentioned Stone tank, who, by the way, can tank all 4 patrons, the flyer, and the extra aggro from the path at once, without breaking a sweat. Thank you, team buffs and IO's.) dying because the two mobs I aggro'd are now doing -800% Regen, -40% Resistance, -200% ToHit, AND endurance drains (or, insert your preferred debuffs here. Whatever. You get the idea). Or getting Held through Granite + Rooted + a single application of Clear Mind. Or getting Terrorized (which is rare outside of LGTF and Longbow). There's exciting, entertaining ways to make people die (which I'm a fan of. Someone once said that debt is a measure of how much Awesome you are generating) that DO NOT involve unresistable, unavoidable damage that can kill *anything*, regardless of how many buffs you stack, how many Destiny powers are active, and how much you've spent on IO's.

--

That's my rant on the state of Incarnate trials and such. Back to Test with me. >.>


 

Posted

I'm seeing a lot of talk about unresistable, unavoidable damage causing "equality" in this thread.

You're forgetting the large inequality those mechanics create between buffs, debuffs, taunts, slows or mezzes, and heals. After 50 levels of choice between any number of approaches to support a team, Keyes is a disappointment and a bore to my non-healing defenders. Just slot Rebirth like everyone else, and pray to the trinity.


 

Posted

Quote:
Originally Posted by Jagged View Post
After one BAF a league mate made a sarcastic comment thanking me for all the sequestering and told me I needed to "learn to play".
I'm not trying to be rude, but I agree with your teammate. The general approach for a tank/brute/x upon getting two rings is to move away from the rest of the team, so that if you do get sequestered you don't take everyone else with you. If you were just standing there continuing to pound on the AV, then yeah you weren't doing what you arguably should.

It can be problematic because if you have aggro the AV may want to follow you. Generally in that situation you have to kite in circles a bit until you lose aggro or get sequestered. If you're a stoner, well I don't know what to tell you then.


 

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Originally Posted by War-Nugget View Post
Right now the playing field is equal. You are wishing it to be unequal.
How fair is that?

Pulse, Nova Fist, Rings - all scaled to AT health totals. Each AT is hit equally, it doesn't matter that they have spent billions on their characters everybody is equal.
Yes, unavoidable damage is cruel. Deal with it. Grab green inspirations, TELL someone to heal you.
If you are not getting buffed, again - TELL them to buff you if you cannot survive.
Actually it is *kind of* unfair.

Yes the damage is scaled to AT HP totals but unfortunately the way back (heals) are not. And thats before we get into any arguments about whether or not this promotes healing above other buffs.


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Quote:
Originally Posted by Supernumiphone View Post
I'm not trying to be rude, but I agree with your teammate. The general approach for a tank/brute/x upon getting two rings is to move away from the rest of the team, so that if you do get sequestered you don't take everyone else with you. If you were just standing there continuing to pound on the AV, then yeah you weren't doing what you arguably should.

It can be problematic because if you have aggro the AV may want to follow you. Generally in that situation you have to kite in circles a bit until you lose aggro or get sequestered. If you're a stoner, well I don't know what to tell you then.
It was exactly the second kind of situation I was talking about. As a tank, moving away or attacking something else, ONLY works if someone else takes the aggro. If you have another tank on your team that happens automatically. If you only have Brutes they need to actively taunt to pull Siege or Nightstar away. If you don't lose aggro you WILL get that 3rd ring

And if proof were needed we repeated the BAF with 90% of the same league but with a new Brute and no one was sequestered one our team because the new Brute and I traded aggro at 2 rings. All without discussion

ps: I thought it funny that the only one who complained was the one person that could have helped solve the problem


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Jagged Reged: 23/01/04

 

Posted

It's a necessary evil to make content that can't just be rofloled over with buffs and IOs. The devs pretty clearly want us to employ classic WoW-style boss battle gimmick tactics in the trials and if there were no untyped damage we just wouldn't have to, plain and simple.


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Something that I don't believe that has been mentioned is the fact that it's easier for the devs to create content in this manner and end up with something difficult, sadly BAF and Lamba get it wrong still. Incarnate trials shouldn't be about button mashing and knowing when to move out of the way, hell my Blaster got sequestered on a league with 3 tanks and 2 brutes but I was hovering above everyone so nobody else got sequestered before I knew what it meant. I want to do Keyes because of how hard people make it but it's mentioned that there is a T4 power that if 4 of people on your team have it the trial becomes easy?

I did my first mothership raid this week and although it was fun, it didn't leave me a sense of accomplishment, one player running a script on how to do things exactly and enough people to fill the zone. Hamidon is the same way. I'm honestly hoping the coming storm is all it's cracked up to be because if it's not it's a good thing I'll be able to go f2p.


 

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That's the problem with content in an MMO: When it's new, people have no idea how to do it and often fail many times at the start (unless it's just the same thing rehashed). But, once people figure out how, the knowledge spreads like wildfire, and then everyone can do it fairly easily.

You have to throw in actual new mechanics (like the stuff in the iTrials) to actually make it interesting... but, they need a lot more new mechanics to keep people on their toes. Even with many more, people will learn how to exploit (not in the cheat sense) the system making it as easy as possible.


Quote:
Originally Posted by ShadowNate
;_; ?!?! What the heck is wrong with you, my god, I have never been so confused in my life!

 

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Quote:
Originally Posted by B_Nix View Post
my Blaster got sequestered on a league with 3 tanks and 2 brutes but I was hovering above everyone so nobody else got sequestered before I knew what it meant.
My understanding (and please correct me if I am wrong) is that when someone is sequestered then everyone on their team (as opposed to league) is hit with a high mag hold and that where you are does not matter.

Where you are only matters because when you are sequestered Siege or Nightstar will hit you with AoEs and people can get hit with the splash damage.


This is a song about a super hero named Tony. Its called Tony's theme.
Jagged Reged: 23/01/04

 

Posted

I dont have a problem with it, infact i rather enjoy it. With the huge size of leagues people will be running at the softcap almost the entire time. Hell, they might even have their res capped. Still getting hit for something is nice, makes it hard.

I dont even have a problem with keyes, my main is able to survive thru it just fine thanks you healing flames. But i can see why someone wouldnt like it for sure,

I laugh at anyone that complains about nova fist, blue and green patchs and the like. Hell, i NEVER run away from nova fist and still survive at least 90% of the time. Nova hits for roughly 20 dmg less than your max hp


Quote:
Originally Posted by Jagged View Post
My understanding (and please correct me if I am wrong) is that when someone is sequestered then everyone on their team (as opposed to league) is hit with a high mag hold and that where you are does not matter.

Where you are only matters because when you are sequestered Siege or Nightstar will hit you with AoEs and people can get hit with the splash damage.
Nope, its anyone near you. So if you and your league are stupid that could infact be the entire league. Thats why people with 2 rings tend to run out of melee.


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Quote:
Originally Posted by ultrawatt View Post

Nope, its anyone near you. So if you and your league are stupid that could infact be the entire league. Thats why people with 2 rings tend to run out of melee.
Thing is, last BAF I did I got held (not sequestered) when I had pulled away from the group and was fighting some adds. There was actually no one that close i.e S & N where in the centre of the tennis court and I was outside. So if it is "just those near you", "near you" must be quite some distance.


This is a song about a super hero named Tony. Its called Tony's theme.
Jagged Reged: 23/01/04

 

Posted

Quote:
Originally Posted by Jagged View Post
Thing is, last BAF I did I got held (not sequestered) when I had pulled away from the group and was fighting some adds. There was actually no one that close i.e S & N where in the centre of the tennis court and I was outside. So if it is "just those near you", "near you" must be quite some distance.
"Near you" is roughly the diameter of the rings. You were likely held by one of the adds.


@Roderick

 

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Quote:
Originally Posted by Jagged View Post
It was exactly the second kind of situation I was talking about. As a tank, moving away or attacking something else, ONLY works if someone else takes the aggro. If you have another tank on your team that happens automatically. If you only have Brutes they need to actively taunt to pull Siege or Nightstar away. If you don't lose aggro you WILL get that 3rd ring
Brutes should not have to actively taunt to get aggro any more than another tank should. While they don't have the full, AoE punch-voke that a tank has, they DO have the same level of taunt in all their attacks, it just affects only a single target, and they also have taunt aura's in all their secondaries. In fact, since taunt does not produce aggro - it actually multiplies existing aggro produced by damage/debuffs/etc, a brute should easily be able to out taunt a tank on a single target if both are using the same taunt tools.

Now, if the tank is spamming taunt and the brute is not, then I can see brute not being able to steal aggro - however, on the BAF AV's you really should not be spamming taunt - use it just enough to get the AV focused on you, then STOP. Hopefully that should be enough for another brute/tank in the group to get aggro back from you by the time you get hit with the second seq. warning. There are also some bad combinations you can get - a shield/* or inv/* tank with a WP brute - the brute WILL have to taunt as shield and invulnerability have the best taunt auras in the game and WP has the worst.

You might also have to <gasp> talk about a strategy ahead of time with the other brutes/tanks in the group instead of just assuming that it will be all right. Now, I know I don't do this, so I am no saint when it comes to pre-planning; but if you ARE getting sequestered a lot then you need to speak up, find out who else you can trade aggro with or make some other plan with the group. Even so much as warning folks head of time that you can't shake aggro, so give you lots of space on one side of the AV or risk being sequestered can help a lot.


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IMO, outside of hamidon and the apex TF I do not see a valid reason for 100% unresistable damage attacks. This is mainly aimed at keyes and Marauder but applies to any other instances as well. I would prefer 75-85% of the damage be unresistable so that the stronger AT can resist some of it, and teams can too with resistance buffers. Hits will still nearly kill most ATs, but straight up team wipes should be reduced.


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