Unanswered Pummit Questions


Adeon Hawkwood

 

Posted

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Originally Posted by UberGuy View Post
Not sure I like this idea, though it has its merits. For example, Adamastor could not be in the zone without restricting that badge to VIPs.

That's not the end of the world, but I'm not eager to see them gate non-incarnate stuff behind VIP status. It degrades the "freedom" aspects of Freedom.
I would imagine that the old adamastor would be available in the flashback DA in oro if they decided to make the new DA VIP only. I don't see why they would, I see no reason not to let the premium players at least enjoy the zone, even if they can't get the incarnate rewards.

While occasionally getting a premium player in a pre-formed trial league is a problem, I see it being less of a problem if we can actually leverage the LFG queue properly, since no premium players should be able to queue up for the iTrials.


Globals: @Midnight Mystique/@Magik13

 

Posted

Quote:
Originally Posted by UberGuy View Post
Not mechanically he wouldn't. He's a Giant Monster. Those already scale (in major ways) with combat level of the people attacking them, and that includes level shifts. He would probably be given the base HP of at least a level 50 critter underneath GM veneer, and he might be given more powers just to make him a better challenge for level 50s in general, but he wouldn't need anything that specifically tags him as "incarnate".
None of the enemies on the Trials are tagged as Incanrate enemeis either - they just happen to feature in Incarnate content, liek Adamastor will.


@Golden Girl

City of Heroes comics and artwork

 

Posted

Quote:
Originally Posted by Kheldarn View Post
And now this for Stalkers. That just leaves Scrappers, Corruptors, and Masterminds, and all 10 of the "core" ATs will have been tweak'd...
Scrappers have had a couple of tweaks - they had their AT base damage mod raised from 1.0 to 1.125 and I am fairly sure they didn't always do crits on every attack - I think crits where made standard about the same time CoV came out so the dev's could claim that scrappers had a class 'ability'.

Masterminds had bodyguard mode added, pets changed so that they didn't unsummon after zoning and the pet buff powers changed to be AoE (changed twice really as the end costs where adjusted down after the first AoE change).

I don't recall any changes to corruptors - so they may be the only base AT that has not been tweaked on an AT wide basis.


Globals: @Midnight Mystique/@Magik13

 

Posted

Quote:
Originally Posted by Kheldarn View Post
Wow. Not a huge fan of Stalkers, but I was wondering what the changes would be. The only thought I had was to make Hide and Inherant power, and give Stalkers a real T1 for their Secondary Powerset. But I dunno if that would break things...

The changes posted sound pretty neat, and I can't wait to try them out.

So, let's see here...

Blasters got a Defiance revamp, and the ability to use T1 & T2 Primary and T1 Secondary powers while mez'd.

Controllers got the Overpower mechanic (which I think was always there, but didn't always work right).

Defenders got a Vigilance tweak that adds a bonus to damage based on Team Size.

Tankers got Brusing added to their T1 Secondary Power.

Brutes got a Fury revamp.

Dominators got a Domination revamp.

And now this for Stalkers. That just leaves Scrappers, Corruptors, and Masterminds, and all 10 of the "core" ATs will have been tweak'd...
Overpower always worked, they just added the text that actually shows it. And FYI, Stalkers already got revamped once in the past.


 

Posted

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Originally Posted by Golden Girl View Post
None of the enemies on the Trials are tagged as Incanrate enemeis either - they just happen to feature in Incarnate content, liek Adamastor will.
On the contrary, key enemies in the iTrials have level shifts, which is very much an incarnate-specific ability.

Additionally, you are now moving your own goalposts. You said, specifically "If it's an Incarnate zone, then Adamastor would be upgraded to an Incarnate level enemy". Now you're saying that there's no such thing even in the iTrials (which is incorrect).

I brought up Adamastor's badge as an example reason I wasn't sure I liked the whole of new DA being VIP gated. You tried to defend such gating by suggesting it made sense to have Adamastor being re-branded as Incarnate-specific (and therefore VIP specific). They might do that, but I'm pointing out there's no intrinsic mechanical reason they need to. They could just upgrade him to be more appropriate to level 50 foes and leave the zone open to any level 50. The VIP gate would remain in force for earning Incarnate rewards from Adamastor or anything else. (I could see it if non-VIPs might not be able to get in the arcs if they are very Incarnate focused.)


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by EricHough View Post
Scrappers have had a couple of tweaks - they had their AT base damage mod raised from 1.0 to 1.125 and I am fairly sure they didn't always do crits on every attack - I think crits where made standard about the same time CoV came out so the dev's could claim that scrappers had a class 'ability'.
It was before that. They got Criticals in response to the sense that Scrappers had no role on a team and were categorically outshone by Blasters there. (How times have changed. It's worth noting though that these opinions were formed in times when most people were under level 25, many critters used to not have any ranged attacks, and few people knew how mez-happy the later game was.)


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by EricHough View Post
I don't recall any changes to corruptors - so they may be the only base AT that has not been tweaked on an AT wide basis.
Corruptors had their chance to scourge severely reduced. Does that count?


Thought for the day:

"Hope is the first step on the road to disappointment."

=][=

 

Posted

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Originally Posted by Beber View Post
Overpower always worked, they just added the text that actually shows it. And FYI, Stalkers already got revamped once in the past.
Dominators got tweeked at least twice before as well. The recharge time on Domination was lowered (I think it used to be twice the recharge it was now, originally) as well as their damage mods (ranged and melee) rebalanced so melee hit harder than ranged. Then mez protection was added to domination as well as the ability to activate it while mezzed and an endurance refill some time after that. It was only after IOs and the ability to make domination perma without assistance did the duality of the AT get axed and the extra damage granted by domination was added to the base damage of the AT as increased damage scale (an overall buff as it left all that room for other buffs to get them to damage cap) and a rebalance of assault powers to do more damage but recharge slower (and the Psi Shockwave nerf)...

I'd say Doms have probably been the most tweeked villain AT since launch, IMO. With these new changes, Stalkers will be getting up there. Personally, I'd love a rebalancing of Stalker melee attacks to recharge slower but do bigger damage. It'd give Stalkers a reason to put AS in their attack chain as well since the lower tiers would recharge slower too.


 

Posted

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Originally Posted by UberGuy View Post
It was before that. They got Criticals in response to the sense that Scrappers had no role on a team and were categorically outshone by Blasters there. (How times have changed. It's worth noting though that these opinions were formed in times when most people were under level 25, many critters used to not have any ranged attacks, and few people knew how mez-happy the later game was.)
I couldn't remember the exact time - but still counts as a tweak ;-)

Quote:
Originally Posted by Slaunyeh View Post
Corruptors had their chance to scourge severely reduced. Does that count?
If it happened outside of beta, in the live game, then I would count it. Which means NO AT has gone without tweaking :-), although you could argue that a certain level of change doesn't really count - I mean it isn't like corruptors scourge or brutes fury has really had its basic functionality changed, not like the way blasters have been changed with 2 almost completely different versions of defiance or how much domination has changed.

Not certain it really matters, though it is quite amusing to look at how radically everything has changed.


Globals: @Midnight Mystique/@Magik13

 

Posted

Quote:
Originally Posted by EricHough View Post
I couldn't remember the exact time - but still counts as a tweak ;-)
Oh, I totally wasn't disagreeing with that part. I was just giving more detail on when it did get tweaked.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by Leo_G View Post
Dominators got tweeked at least twice before as well. The recharge time on Domination was lowered (I think it used to be twice the recharge it was now, originally) as well as their damage mods (ranged and melee) rebalanced so melee hit harder than ranged. Then mez protection was added to domination as well as the ability to activate it while mezzed and an endurance refill some time after that.
Also, another change was the presence of teammates causing Domination to recharge faster.


Arc #40529 : The Furies of the Earth

 

Posted

Quote:
Originally Posted by Obscure Blade View Post
Also, another change was the presence of teammates causing Domination to recharge faster.
I thought the change was to have the Domination bar fill faster with more teammates, rather than having the power recharge faster.


 

Posted

Quote:
Originally Posted by Adeon Hawkwood View Post
Going by memory here so power order is wrong off but powers were:
Single Target Immobilize
Single Target Hold
Cone style AoE Immobilize
Fearsome Stare (from Dark Miasma)
An PBAoE Stun
Haunt, a power that summons two temporary pets that will attack the foe you target and damage + terrorize him.
A targeted AoE hold power (it sounded like it was a patch power similar to Distortion Field)

The last power was not announced and I'm forgetting one other power.

Additionally Controllers will get Dark Affinity and Dominators will get Dark Assault.

Dark Affinity is basically Dark Miasma with Fearsome Stare and Petrifying Gaze removed. One of the replacement powers was a team wide high magnitude, short duration Defense buff (the comparison used was to Moment of Glory) but I forget the other.
Honestly this kills one of the primary reasons I wanted Dark Miasma for Controllers, which was to make up for Gravity's lack of control with Fearsome Stare.

I also greatly dislike Dark Control's controls having different AoE types. A PBAoE Disorient in a set with a Cone immobilize? Really? *sigh*


@Oathbound & @Oathbound Too

 

Posted

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Originally Posted by Oathbound View Post
I also greatly dislike Dark Control's controls having different AoE types. A PBAoE Disorient in a set with a Cone immobilize? Really? *sigh*
I'm not saying it's a good idea, but those would be faithful accumulations of those effects from other "Dark" powersets. Oppressive Gloom and Tenebrous Tentacles, for example.

And I'm pretty sure they thought of what you'd get, control-wise, by tacking Dark Miasma as it exists today onto a Controller primary. I know that's why people wanted it, but I was always of the opinion that it would be too much control.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

I am not surprised that they took out Fearsome Stare. That stare is a very good one with extreme tohit debuff value. There is no way they'll let Controller have that. However, we haven't seen those two new powers yet. They may provide even better gameplay when controls don't work well. Those team buffs may provide even more than Fearsome stare.


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

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Originally Posted by Jibikao View Post
I am not surprised that they took out Fearsome Stare. That stare is a very good one with extreme tohit debuff value. There is no way they'll let Controller have that. However, we haven't seen those two new powers yet. They may provide even better gameplay when controls don't work well. Those team buffs may provide even more than Fearsome stare.
Well, considering that the -to hit in fearsome stare was half of dark miasma's low level debuff capability I hope they provide some kind of replacement in the new powers. Adeon mentioned some a high-mag, short duration defense buff - hopefully that isn't being considered as a replacement for the to hit debuff in FS.


Globals: @Midnight Mystique/@Magik13

 

Posted

Quote:
Originally Posted by UberGuy View Post
I'm not saying it's a good idea, but those would be faithful accumulations of those effects from other "Dark" powersets. Oppressive Gloom and Tenebrous Tentacles, for example.
Though that would just bring into play the question: If the powers we were getting* were just going to be virtual clones of existing dark powers (Cone immobilize:Tenebrous Tentacles) why did they bother making new ones (and thus delaying the set farther than need be)?

The only real issue I have with the PBAoE vs Cone is that it complicates the standard practive of combining the immobilize and disorient into a pseudo-hold. If both were PBAoE/TAoE or both were Cones (Of similar size, screw you TT/Night Fall/Torrent/Abyssal Torrent) then it would be fine.


*Some powers, Obviously there are several brand new ones.


Quote:
Originally Posted by EricHough View Post
Well, considering that the -to hit in fearsome stare was half of dark miasma's low level debuff capability I hope they provide some kind of replacement in the new powers. Adeon mentioned some a high-mag, short duration defense buff - hopefully that isn't being considered as a replacement for the to hit debuff in FS.
I sure hope they're not considering a spikey mitigation power to be comparable to the steady mitigation provided by FS's -tohit. I'm really not a fan of having wild swings in your survivability due to horrible Duration:Recharge ratios.


@Oathbound & @Oathbound Too

 

Posted

Quote:
Originally Posted by Leo_G View Post
Personally, I'd love a rebalancing of Stalker melee attacks to recharge slower but do bigger damage. It'd give Stalkers a reason to put AS in their attack chain as well since the lower tiers would recharge slower too.
Yup, especially for Martial Arts and Energy Melee. MA has 6 ST Melee Attacks (minus Assassin Strike which from the way it looks will be used in attack chain as well) and there is really no need for Thunder Kick. Storm Kick has an absurdly high DPA but I still prefer they increase recharge a bit more so each attack hits harder.

Synapse said he may increase Shin Breaker's recharge more so it has higher base damage. I think the dev should look at some of the old sets again and increase damage/recharge ratio just like what they did for Dominator.


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

Quote:
Originally Posted by EricHough View Post
Well, considering that the -to hit in fearsome stare was half of dark miasma's low level debuff capability I hope they provide some kind of replacement in the new powers. Adeon mentioned some a high-mag, short duration defense buff - hopefully that isn't being considered as a replacement for the to hit debuff in FS.
Well, on a controller, you have a whole primary devoted to controls. If Fearsome Stare gets taken out from courrptor, then I agree with your concern.


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

Quote:
Originally Posted by Jibikao View Post
Yup, especially for Martial Arts and Energy Melee.
I do not want that change for Martial Arts. Please leave it alone.

Martial Arts suffers from a lack of AoE, certainly, but its single-target damage is just fine.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by Oathbound View Post
Though that would just bring into play the question: If the powers we were getting* were just going to be virtual clones of existing dark powers (Cone immobilize:Tenebrous Tentacles) why did they bother making new ones (and thus delaying the set farther than need be)?
They don't have to be the same powers. I said it's in keeping with the nature of the existing powers.

And I'm just explaining why they're probably like they are, not defending it as creating a good set.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by EricHough View Post
Well, considering that the -to hit in fearsome stare was half of dark miasma's low level debuff capability I hope they provide some kind of replacement in the new powers. Adeon mentioned some a high-mag, short duration defense buff - hopefully that isn't being considered as a replacement for the to hit debuff in FS.
As mentioned, FS works in Dark Miasma it gives the set strong mitigation through control. Controllers already have strong control, and it sounds like they're getting replacement mitigation in their version of DM through something else (sounds kinda like Foresight).


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by UberGuy View Post
I do not want that change for Martial Arts. Please leave it alone.

Martial Arts suffers from a lack of AoE, certainly, but its single-target damage is just fine.
You don't need 6 ST attacks. Come on now! There is room to change something. There is really no need to keep Thunder Kick, a fast recharge, low damage attack.

And I still think there is room for MA ST damage. It is the highest for Stalker but not by much. Would you be against it if they make Cobra and Crane 12s attack, Thunder 4s, Storm 8s and Eagle 18s? You can still enjoy ST attacks but each one hits harder with longer recharge since there are 6 (and 7 if you include Assassin Strike in the future as a must-use attack) to choose from?


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

OH! OH! I almost forgot!

Dark Control is suppose to be a inky/oily theme? I remember a poster (can't remember the name) suggesting a visual FX like a reverse rain where drops rise up from the ground as an interesting look for a dark-theme.

Reverse Shadow Rain! Do it, devs! There's still time!


 

Posted

Quote:
Originally Posted by Jibikao View Post
You don't need 6 ST attacks. Come on now! There is room to change something. There is really no need to keep Thunder Kick, a fast recharge, low damage attack.
That's not the proposal I was responding to. I don't have Thunder Kick, and would have no room for it unless it was made into a cone or something.

Quote:
And I still think there is room for MA ST damage. It is the highest for Stalker but not by much. Would you be against it if they make Cobra and Crane 12s attack, Thunder 4s, Storm 8s and Eagle 18s? You can still enjoy ST attacks but each one hits harder with longer recharge since there are 6 (and 7 if you include Assassin Strike in the future as a must-use attack) to choose from?
Yes, because it would screw up my existing attack chain and require significantly more recharge to fix.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA