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Doomrider

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Posts posted by Doomrider

  1. 33 minutes ago, Septipheran said:

     

    I also want to address another mix up I keep seeing- Viability is not the same thing as popularity. This could easily become a rabbit hole-like situation that I'd like to avoid. Just because Empathy is popular at level 50, doesn't mean it's powerful at level 50. Obviously, the game has a decent amount of RP'ers and people who aren't concerned about performance as much as theme. That's perfectly fine, and again, I'm not advocating that we remove Empathy or Sonic Resonance. I'm simply saying that it would be nice if new support sets being developed had the propensity to be powerful options, so I don't have to keep rolling /Cold or /Rad every time I want to play top tier support.

    I'll take a stab at this one... Now, without trying to pick apart individual sentences or wording i'm going to attempt to extract the underlying message here... Lets see if I got this right:
    You feel, that sets like Cold and Rad outshine much of the other support offerings? 
    I can see that this has some merit. I think if the game boils down to whichever sets shorten the TTK the quickest, sets that have ready access to powerful aoe debuffs like these are sure to be top of the heap. I would certainly be in favor of the lower hanging fruit (Trick Arrow, Sonic Resonance, Force Fields, etc) be looked at in terms of what they offer in the sub-50 game AS WELL AS end game. Bring the bottom up if you will.
    Maybe the question then becomes, is updating those sets a valuable use of dev time? I suppose that would be a good question to poll on, if nothing more then to see what kind of reception (positive or negative) an idea like that would have.
    I would wager that it is useful. I like variety as much as the next person. I like playing lower level content, but I also don't like to feel like my performance is vastly outstripped by outliers. Maybe the power disparity between sets (specifically in this context, support sets) could be less so?

    • Like 1
    • Thanks 1
  2. Just now, Sif said:

    And if the devs don't blindly follow what the votes say, there will be rioting. Regardless of any disclaimers made.

     

    There's nothing worse than the people get something for free, and feel that you owe them for you giving them something for free.

     

    Part was shelved because they were intended to be a quick fix, but instead ended up dominating time and discussion (just look at thread sizes). Scaling back to do what they could in the available time was a wise decision, which people voting would have tried to overrule and foam at the mouth assuming they were dictator and could decree that volunteers had to do whatever they wanted.

     

    This is why most MMOs try to keep the player base as far removed from testing as they can, because they know people don't understand development nor planning.

    Everyday I open the forums and everyday I have this unrealistic expectation that maybe, just maybe... we'll see less hyperbolic responses to discussions and more nuanced engagement... today is not that day though. I've got hoop dreams I suppose.

     

    • Thanks 1
  3. 42 minutes ago, Septipheran said:

     

    I think something that might be helpful is to move to a voting system of, "Hey guys, this is a community server. You're running the show. Do you want us to alter Super Strength? Do you want a new pure support set?" I know that we are given ample opportunity to provide feedback to changes on beta, but I think there's a real possibility that many of us don't engage in those conversations because we're not interested in what is being presented.

     

    A voting system to gauge interest for sure. What the devs do with  the results (if anything) is going to be hard to know.

    The last bit about not being interested in what is being presented I can definitely relate to with this beta cycle. I realize that's always gonna happen, you're not going to like everything they push out but even if a set was being offered that I was not particularly interested in playing myself, I could see testing it cause I enjoy testing. I would have liked to have tested the Dark Melee changes but those got shelved rather quickly IMO and with really not a lot of consultation from those in the feedback channel at that time of shelving which I believe did have some rather sour reactions. 
     

    • Like 2
  4. 3 minutes ago, ScarySai said:

    This would be a hard undertaking unless massive nerf-waves happened across the board, I for one don't care to see another Jack Emmert era for this game.

     

    Eh, not necessarily. It depends how they go about it. We have many sets that are under performing and in need of attention. They *could* start there...

     

  5. I know road-maps are a big ask from a volunteer dev team, but maybe some kind of regular polling to gauge interest for new development ideas or projects (new powersets, types of content, new or tweaked mechanics or systems) might not be such a bad idea.  Obviously the devs don't have to 100% adhere to community feedback and I don't think they necessarily should, but giving the active community here a way to vote on ideas wouldn't be a bad way to gauge popularity of said ideas before they hit the test server.

    In regards to Shock Ther-- errr Electrical Affinity? I know if that was on a list of proposed development projects in a poll, it probably wouldn't have received my vote. Not because i'm judging the efforts already put into it now obviously, I just don't see the mechanics behind electrical sets as something worthwhile to build upon. There are some issues with end drain mechanics in general that are arguably much less useful than the vast number of other support offerings. I think it would be have been more imperative to take a look at end drain before building another electrical power set.

  6. 1 hour ago, Super Atom said:

    The entire forums is a vocal minority. It's the same 50 people arguing in a circle.

    And a fractional of that minority had enough sway to get a new powerset renamed because reasons. I don't care about the name personally either way, to me it's arbitrary, I just find it funny how much more attention the name feedback channel is getting compared to one discussing the actual set.

     

    As much as the set is a new shiny, maybe some feel it's likely not going to change end drain into a viable tactic and thus consider the set DOA. Seems odd theres not more feedback for a brand new powerset. /Shrug

    Screenshot_20200229-110418_Chrome.jpg

  7. 42 minutes ago, Mr.Sinister said:

    I share the same concerns.  Dark melee had lower aoe potential because of all the utility from the set.  With these changes it will become the do everything set.  

     

    People will absolutely be using dark consumption at full end, well, minus the end used for soul drain. Not only will the set be able to nuke mobs, it will be able to heal itself with one of its best attacks, apply -to hit with each attack, restore its end if low, apply fear and a large -to hit, and majorly boost its damage.  

     

    The change to shadow maul is probably fine on its own.  The change to dark consumption is gross power creep.  @Auroxis brought up electric melee.  What will electric melee do that dark doesn’t do better?  Dark melee was the best at what it already does.  Now it’s just the best overall pick.  Dark blast has lower damage than the other blast sets because of its utility.  Is it going to have moonbeam turned into moonboom an aoe snipe?   

     

    Honestly, shadow maul should just be increased to a 60degree cone and maintain its current damage scale.  As of now it’s a solid attack if you hit at least 2.  Increase its radius slightly to reliably hit 3 and it becomes a great attack.  This leaves dark melee with great single target and slightly increased aoe potential, without sacrificing much in your single target rotation.  The dark consumption change is just messed up.  

    The patch is 7 hrs old and people are already calling the changes to DM a bit OP... unbelievable. 🤣 In a world where TW exists...

    One thing I will say, is the changes to dark consumption as written in the OP are a bit misleading at least as far as I can tell. The tool tip for dark consumption still reads 8' radius, so unless the tooltip just didnt get updated, it's not lightning rod like at all in terms of power range and it has no TP function. That and Shadow maul is a still a melee cone, so while the changes will definitely make it better, it's still going to favor sets with a taunt aura to really maximize this and more easily allow mobs to bunch up for that *potential* 10 target max.

    HC Devs: Dark Melee changes!
    Everyone: Image result for jump to conclusions mat

    • Like 3
  8. Nova is really nice to have while leveling up. The form gets an inherent to-hit buff that helps your initial attacks land, allowing you to start stacking up -def which makes all your subsequent attacks rarely miss. Even if you don't intend on having the forms long term, taking Nova early and respecing out later can definitely make the leveling experience less frustrating.

    • Like 1
  9. When it comes to being fully io'd out, the somewhat half-baked solution that is working at least for me (because I like to play support still) is just to run with 3 or 4 people.

    It's not perfect, but it feels like each person is contributing more. This obviously isn't much of a solution for pick-up groups.
    Pugging through the early levels on a support build is hit or miss I find. I typically see at least 1 person on the team who's a higher VL and flush with IO's that's carrying the rest to some extent. It's usually at that point I just let the team runs it course until people start to drop off, then so do I.

    • Like 1
  10. 2 minutes ago, nicoliy said:

    Lol that is epic, love it 

     

    7 minutes ago, Honest Abe said:

    In the words of my main man Montell Jordan...

     

           "This is how we do it!"

     

    PB vs. Pylon

     

    You said about 3:10 right? 

     

    It can be done. 🙂 

     

    AIB

    No vanguard were harmed in the making of this production ... I think? XD

    • Haha 2
  11. 27 minutes ago, Vooded said:

    I think a more important consideration for Khelds is the damage per activation time of many of their powers. Honestly, it can feel like you're pointlessly poking enemies over and over again. 

     

    Agreed. I cannot stress this enough. Especially in the light of the tank buffs. I wouldn't be surprised in the least if we see Tank DPS performance now eclipse that of Khelds.

    One of the biggest issues is activation time, not just of Nova Det as you reference above but the ST abilities. Incandescent Strike for example at a 3.3 sec animation time is actually a DPS loss to take and slot over a power pool ability like Cross punch. Especially when you factor in things like damage procs. It makes no sense for your big hitter ST attack to be a DPS loss, that is bad design. This ability and ones like it should at the very least get the same treatment dom's /energy assault got with Total Focus (and likewise other AT versions that share the same animation) in changing that 3.3 sec animation time to 2.5 sec.

  12. 32 minutes ago, siolfir said:

     

    Another option that I haven't seen would be to boost the recovery of the forms to compensate somewhat - but not completely - for the cost of the toggles. Since it's at +15% now, which was theoretically to compensate for the endurance cost of the form toggle itself, maybe boost to +50% to allow running a little more than 2 extra toggles at base cost or 3 with endurance reduction? This would mean that continuing to run the toggles would be a convenience tax and you'd have more endurance recovery if you detoggle them, but you could also run them and have approximately the same endurance you have now.

     

    I actually like this idea. It's not perfect, but I don't think any implementation of toggle suppression would be at any rate. I'm sure people who choose to run toggle-less would appreciate the added minor recovery boost if nothing else. 

     

    35 minutes ago, siolfir said:

     

    You'd still have problems running Orbiting Death, but another suggestion was to allow Orbiting Death in Black Dwarf, and if it were working it would justify the endurance cost.

     

    I like how CP quoted you on this but specifically edited out the last bit about allowing OD to be use able in Black Dwarf. 😁

  13. 22 minutes ago, Captain Powerhouse said:

    I'm not going to comment on most of the thread at this time, but wanted to clarify one thing:

     

    Toggle Suppression means that the effects stop applying under specific conditions (in the context of this thread, while shape-shifted.) This, however, does not remove the endurance cost.

     

    How many would accept that turning on Dwarf or Nova form no longer stops the endurance drain of powers that are doing nothing?

     

     

    On one hand I suppose you could see the endurance drain as an convenience tax for be able to keep toggles on.

    On the hand though, what if the form powers themselves were to grant the AT specific toggles (the resistance shields for WS/PB, Orbiting Death, Ink Aspect etc.) an amount of end reduction relative to their base end cost while Nova or Dwarf form were toggled? We already have Bio Armor's adaptation altering the attributes of certain toggles within that set depending on which adaptation is active. Could something similar be applied to Nova and Dwarf toggles to at least offset the end cost of those suppressed toggles while Dwarf or Nova are on? 

    I guess a more specific mechanical question is; is it possible to grant end reduction to a specific toggle or only global end reduction?

  14. 3 minutes ago, Microcosm said:

    Sure. You guys have a particular AV in mind that would be a good challenge or just any AV? AIB did a giant monster once on live, thinking of throwing that up there as well.

    Not really, I think most of the AV's in either A Hero's Hero or A Hero's Epic arcs should suffice. Some may be more difficult than others, I did Chimera and Shadowhunter without too much trouble and without Lore or Temps mind you.

    Might want to put a larger reward for whoever can taken down more difficult AV's like say Ghost Widow or Siege for instance. What the rewards should be i'll leave to you.

    Challenge criteria for AV's I think should be no temps (no daggers especially), no lore for sure. Maybe allow Flufflies since they're built into the AT. If someone can manage to keep them alive and leverage the dps from them that may be impressive all on it's own considering their tendency to stay in melee range lately.

  15. What about soloing an AV on a Warshade with no pets/temps/lore as a challenge? I've already done this, but the real test is an exercise in managing your endurance without bodies. An endurance test of sorts.

    Maybe you could have rewards that scale depending on the level and difficulty of the particular AV? 

  16. 5 minutes ago, sacredlunatic said:

    Yeah, like 2 points at lvl 1 but scales up to 4 at 50.

    I think mez resistance is probably against the rules somehow, but asking for a 3-5% (unslottable) Defense bonus on the Dwarf form seems reasonable to me.  Helping some mezzes to miss would probably be good enough.

    Against the rules how? Mez resist already exists in several powers. 

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