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oedipus_tex

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Everything posted by oedipus_tex

  1. Real "hard mode" would be revealed if they released a new difficult setting that allowed you to run missions at +4 + 1, like a few folks have asked for. Everyone level shifted to 50 +1 would be fighting +4s, which is fine. The rest of the team would be fighting +6s. 😄 That's the balance problem the current limit on difficulty is masking. The spread in teammate levels at the hands of level shifts doesn't sustain as you scale upward, so for now we're kinda locked at +4.
  2. It makes it very difficult to communicate when reasonable points of view are distorted and mischaracterized. Let's have this discussion without making the opposition seem like unreasonable cartoon characters. No one has asked for an across the board pedal to the metal difficulty spike. What folks have mostly asked for is a game closer to what has existed at various points in the past. There are many possible paths there. It sounds like the team has some ideas in play that would make the curve more enjoyable.
  3. If I wanted to solo I would do it on a private server, where I have full control to edit the game exactly the way I like. That can be fun for a while, but it's also not very dynamic without the cooperative players. I'm exited to see the changes that Arachne mentioned. City of Heroes does have a really good combat engine at its core, and there have been times in its history where the team game was solid. I'm hopeful we're getting some of that back.
  4. One thing I've learned is that Fold Space is a Sappers friend. Whether you go with Electric Control or Electric Blast, both of them are somewhat PBAoE based. Hats off to the Homecoming team for creating this power. In the case of Electric Control it's especially useful because you want to be spamming the immobilize, which obviously freezes them some distance apart, and you can yoink them all to a centerpoint right into your aura, and in many cases a secondary power like Power Sink, Drain Psyche, etc. BTW I haven't seen anyone mention Electric Blast/Energy Aura Sentinel, who on paper should make for a mean sapper, although (maybe? I'm not completely sure?) would struggle to keep endurance totally tanked.
  5. I always thought Repulsion Bomb knocking stuff to the ground repeatedly for several seconds after landing made thematic sense. Something like: 50% chance for a mag 0.33 kb after 2 seconds 50% chance for a mag 0.33 kb after 4 seconds 50% chance for a mag 0.33 kb after 8 seconds 50% chance for a mag 0.33 kb after 10 seconds 50% chance for a mag 0.33 kb after 12 seconds ... Or just make it a temp power applied to the target that reapplies a chance to KB every 2 seconds or however long for a duration.
  6. There are some well thought out posts here. One thing I hope we can keep in mind when we talk about things being "too easy" is that what a lot of people mean by this is "too easy for one or two players to dominate the rest of the team." It's not just about it being too easy for the team overall, though that can be a concern. While CoX has always had this issue to various degrees, it was the addition of the Level Shift mechanic that brought it to forefront. The Level Shift results in the a team layup like this: Level Shifted players are fighting enemies who are +3 to them The rest of the team, who are Sidekicked are fighting enemies who are +5 to them The purple patch applied to each of these teammates has this effect: The players fighting the +3s do 65% of normal damage (an attack that would do 100 dam now does 65) The players fighting the +5s do 30% of normal damage (an attack that would do 100 dam now does 30) Should Sidekicked team members really be doing less than half as much damage as the Sidekick'er? They've already got fewer powers to contribute to the fight. I don't think bumping them up a level is the solution either.
  7. Speaks in PBS tone: "The Plant Controllers of the realms, once confident, reassessed the value of Carrion Creepers upon meeting a Confuse protected boss with Fulcrum Shift."
  8. My "main" is a Elec/Psi Dominator, who is a sapper. I recently specced out of the Mu pool to add more defense because I was getting caked while fighting Arachnos, which meant losing Power Sink (which is great against Elite Bosses). Altho other Dominator secondaries provide Power Boost, which can help with sapping faster, I stuck with /Psi because Drain Psyche makes it more feasible to stand in melee range without dying. Damage is so-so. Pretty effective in midling difficult content. Can really suffer in some extreme difficult settings in the AE (but what doesn't?) Note Mids hasn't been updated to reflect new Stealth numbers. Ranged defense should be at around 39.something in game. It's capped as long as Destiny Barrier is still active. This Hero build was built using Mids Reborn 3.0.4.7 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Level 50 Magic Dominator Primary Power Set: Electric Control Secondary Power Set: Psionic Assault Power Pool: Speed Power Pool: Concealment Power Pool: Teleportation Power Pool: Fighting Ancillary Pool: Psionic Mastery Hero Profile: Level 1: Tesla Cage -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(3), BslGaz-Rchg/Hold(3), BslGaz-EndRdx/Rchg/Hold(5) Level 1: Psionic Dart -- SprWntBit-Dmg/EndRdx/Acc/Rchg(A), SprWntBit-Acc/Dmg(5), SprWntBit-Acc/Dmg/Rchg(7), SprWntBit-Acc/Dmg/EndRdx(7), SprWntBit-Dmg/Rchg(9) Level 2: Chain Fences -- PwrTrns-EndMod(A), PwrTrns-Dam/Rech(9), PwrTrns-Dam/EndMod(11), PwrTrns-Dam/Acc/End(11), PwrTrns-Dam/Acc/Rech/End(13), PwrTrns-+Heal(13) Level 4: Mind Probe -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Acc/Dmg/Rchg(15), SprBlsCol-Acc/Dmg/EndRdx(15), SprBlsCol-Dmg/EndRdx(17), SprBlsCol-Acc/Dmg(17) Level 6: Telekinetic Thrust -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(19), KntCmb-Dmg/Rchg(19), KntCmb-Dmg/EndRdx/Rchg(21), OvrFrc-Dam/KB(21) Level 8: Conductive Aura -- SynSck-EndMod(A), SynSck-Dam/Rech/Acc(39), SynSck-EndMod/+RunSpeed(46) Level 10: Hasten -- RechRdx-I(A), RechRdx-I(23) Level 12: Static Field -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(23), SprAscoft-Rchg/+Dmg%(25), SprAscoft-EndRdx/Rchg(25), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(27), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(27) Level 14: Stealth -- Ksm-ToHit+(A), ShlWal-ResDam/Re TP(29), LucoftheG-Def/Rchg+(33), Rct-ResDam%(34) Level 16: Teleport Target -- BlsoftheZ-ResKB(A) Level 18: Paralyzing Blast -- BslGaz-Acc/EndRdx/Rchg/Hold(A), BslGaz-Acc/Rchg(29), BslGaz-Rchg/Hold(31), BslGaz-EndRdx/Rchg/Hold(31) Level 20: Drain Psyche -- TchoftheN-Heal/HP/Regen/Rchg(A), EffAdp-Acc/Rchg(31), DctWnd-Heal/Rchg(33), TchoftheN-Acc/Heal(33) Level 22: Combat Teleport -- WntGif-ResSlow(A) Level 24: Fold Space -- Acc-I(A) Level 26: Synaptic Overload -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(34), CrcPrs-Acc/Conf/Rchg(34), CrcPrs-Acc/Rchg(36), CrcPrs-Conf/EndRdx(36), CrcPrs-Conf%(36) Level 28: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(37), KntCmb-Dmg/Rchg(37), KntCmb-Dmg/EndRdx/Rchg(37) Level 30: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(50) Level 32: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(46) Level 35: Psionic Lance -- StnoftheM-Dam%(A), StnoftheM-Dmg/EndRdx/Rchg(39), StnoftheM-Acc/Dmg(39), StnoftheM-Dmg/EndRdx(40), StnoftheM-Dmg/ActRdx/Rchg(40), GldJvl-Dam%(40) Level 38: Psychic Shockwave -- Obl-%Dam(A), Obl-Acc/Dmg/EndRdx/Rchg(42), Obl-Dmg(42), Obl-Acc/Rchg(42), Obl-Dmg/Rchg(43), Obl-Acc/Dmg/Rchg(43) Level 41: Link Minds -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx/Rchg(43), LucoftheG-Def/Rchg(45) Level 44: Mind Over Body -- UnbGrd-Max HP%(A), UnbGrd-ResDam/EndRdx/Rchg(45), UnbGrd-ResDam(45), UnbGrd-ResDam/EndRdx(46) Level 47: Psionic Tornado -- FrcFdb-Rechg%(A), Rgn-Knock%(48), Rgn-Dmg/EndRdx(48), Rgn-Acc/Rchg(48), Rgn-Acc/Dmg/Rchg(50), Rgn-Dmg/Rchg(50) Level 49: Indomitable Will -- LucoftheG-Def/Rchg+(A) Level 1: Domination Level 1: Brawl -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Empty(A) Level 2: Hurdle -- Empty(A) Level 2: Health -- Mrc-Rcvry+(A) Level 2: Stamina -- PrfShf-End%(A) Level 49: Quick Form Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 4: Ninja Run Level 50: Musculature Radial Paragon ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1497;692;1384;HEX;| |78DA6594CB4F135118C5EF745A4B0BA594F27E534B8102950AEAD21840A3D0A48A4| |B156B6DEA24B525ED6864E9C2B5AF18FF055F71EDF36FD0283E166EDC9A20280F31| |8AF5EB9C4321E92493DFCCB9DFE3DCFB751ABB3659F3F4D8F5C34AF34E641285C2D| 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  9. I probably should have put this in my last post: Another thing you could do is give enemies a chance to possess a random Inspiration, which they can use for themselves.
  10. I think describing the game as "too easy" doesn't entirely capture what people are asking for. My most basic expectation of a video game RPG is that when I push, it pushes back. The game will allow me to get powerful in interesting ways, then turn up with enemies who have dangerous counters to my abilities. The issue for me is not that we beat down enemies too fast necessarily or that people get too many rewards. It's that the way we engage these enemies is its own tedium. Judgment is a nuke with 90 second recharge with no requirements other than that it is recharged and you have the endurance to cast it. It hits 40 targets. I haven't become a better player, I just have powers that are stronger and enemies have no way to counter.
  11. I was thinking its actually a rather "fair" way to implement death patches we see in iTrials. Rather that kill you outright, some patches could disable various abilities for a while.
  12. An interesting Mode that exists in the game is kDisable_Inspiration. If set, it prevents players from using inspirations. There is also kDisable_Inspiration_Small and so on for more specific targetting. It would be interesting to have an enemy group with a death ray power that set this temporarily. It should be doable--there are other powers that set Mode on the target. There is also kDisable_Epic, which disables Incarnate abilities.
  13. I suppose out of fairness I could criticize Blue side for not actually being that heroic. One thing about hero dungeons is that although you spend a lot of time being told you are rescuing various people, the actual rescuing part happens mostly without a strategy. A more realistic scenario would involve having to use restraint so that you don't end up hurting or killing the people you are trying to save. I always thought that was a interesting thing about sets like Force Field and Empathy. In a real world scenario where you were trying to save bystanders, those abilities would be crucial. The old Freedom Force games did touch on this, incentivizing you not to damage property or innocent people. That would have been a really interesting thematic split. Heroes forced to restrain themselves, villains free to cause damage freely, but always at risk of the law.
  14. Yeah I agree about incarnates. I'm just keeping quiet about them because I'm managing my message board aggro. 😄 Might as well mention that a single Level Shift that shifts you from +4 down to +3 is worth around +30% damage IIRC and -30% damage taken. That's 'true' damage, meaning a multiplier on a multiplier. So, in most cases every end game character is hitting enemies 30% harder with attrib damage, Judgment, procs, and Hybrid than they would be if they actually had to fight +4 enemies.
  15. I hate to pry, but why would you skip the second damage proc? If you're casting this power the instant it recharges to take advantage of the DPS you've established, that looks like damage loss to me. You're spending 1.5 of every ~8 seconds locked into this power. If you're not actually casting the power as it recharges, the high instant DPA version becomes more attractive. I can't picture where you would have put that slot that would be more effective if you are really hammering the power every 8 seconds. I'm not saying you couldn't do it, but where did the other slot go?
  16. Thank you for the explanation. I appreciate you breaking it down. Since this is a conversation about procs, I think it's fair to mention that what you are describing is also a proc build. One version is a 6 proccer in the style of Dominate, the other a 2 purple proc with more traditional slotting. Both are benefitting from the PPM systems interaction with long recharge powers. In the case of the Hecatomb build, the two procs are contributing ~200 points of damage per cast. I quite like your slotting for some builds because it retains the set bonuses and utility of the power. I'm not sure I'd use it for a click-busy build. On a Controller I'm not usually in the position to hit attacks as rapidly as I would like. I usually click whatever is the most useful thing that happens to be recharged right now. Seismic is a very good power so I appreciate being able to access it more often. Just not sure I'd always want to do that, especially on Kinetics, which is where the value of the procs really sticks out to me--after saturating with Fulcrum Shift, I'm estimating a DPA in the 500s. If I were talking about a Scrapper I'd want to be able to take that swing every time it was up, on a Controller, particularly a Kinetics Controller, I'm less convinced I wouldn't loose those couple of seconds you are including in the calc on a heal, debuff, or mezz. DPS depends on your willingness to hammer the power the instant it recharges. DPA is an always-in investment, which is why the huge DPA of this power sticks out to me. Same reason Arcane Bolt is so attractive on Controllers these days.
  17. I wanted to give Luminara the full benefit of the doubt so I took out my existing Grav/Kin/Earth build to see how revising Seismic Smash with her x5 Hecatomb x1 Unbreakable slotting would work out. Turns out that's pretty smart slotting for some builds, mainly because it nets you two very high damage high PPM procs while retaining set bonuses. So thanks to her for that. That's worth working into future builds, particularly on Dominators. It does imply you're swinging at creatures Scrapper-style and not doing other stuff, but I suppose that could be justified for a power like Seismic, a Mag 4 Hold, more than it would be for more traditional attacks. Also having it Recharge a few seconds faster, allowing you to Hold monsters faster could be a benefit the proc version doesn't attain. Still, the damage is that high in part because of two high damage high PPM procs. Not sure it completely disproves the OPs point. Also there's the chance for +100% Recharge that easily slots into Fissure that throws this off a bit. Kinetics/Earth really shouldn't be struggling for global recharge so I wonder a bit about final calcs.
  18. Congrats on finding a build you enjoy and thanks for weighing in. I appreciate your contribution to the conversation. But you know as well I do that you can get Recharge and Accuracy from places other than slotting the power itself. I'm sorry, I didn't follow you. On a saturated Kinetics build proc damage can only make you hit even harder. I know you know this so I am lost. Do you mean not putting Recharge in the power itself in a particular build slows down how often you can use it and therefor overall DPS? Of course that's true.
  19. The earliest proc bombs probably come from the temporary IOs you get at level 1 from the freebie vendor and can put into early AoE powers like Fireball and Water Burst. You should be able to have 5 procs in those by level 5. That will only last til level 20 though.
  20. I think the person who brought up Gaussian's really hit the nail on the head on the problem with a PPM system. The value of proc chance isn't linear. There is added value as a proc approaches greater certainty. Just the fact that you know the proc is very likely to trigger increases the value of the effect. These two situations are not equally distributed: I can fire 3 Hold powers in 15 seconds; one of them will Hold a boss I can fire 1 Hold power in 15 seconds; it will almost always Hold a boss Both scenarios above have a proc rate of 1 over a 15 second interval. But they are not the same. I don't bother putting a proc like +2 Hold in a Controller single target hold because its not reliable. In a Blaster's APP Hold power though, it is. It seems like the formula at the top end doesn't weigh the value of certainty enough. Seems there should be more of a curve, and that it should be very rare for a proc to have greater than around 35-40% chance to fire. Procs should always be a gamble. If that means there are some powers that are less proc-y than others, well, that's already true.
  21. The power description text for Confuse powers does make a big deal about this, but the other posters are correct. You lose very little from Confusion powers unless you let the enemies entirely defeat each other. If you even tap them I believe you have a full chance for an inspiration, which by itself can turn things in your favor.
  22. Want to hear something even more discouraging? Bonfire is actually available in a Blaster APP. In that APP it has the same recharge to duration ratio as Ice Slick and Earthquake on Controllers and Dominators. After realizing I could get Blaster level sustain and damage along with a quake I sunsetted my Fire Doms. I do miss Flashfire a little but there are Blaster AoE Stuns too.
  23. I don't envy the person who has to think about how to fix this. Hopefully we can all agree though that this should not be a thing coming from a Controller APP power: That's a DPA of 353 before adding extra damage from Fulcrum Shift or the like.
  24. Mass Confusion was given the 240 recharge because the set was around during the great control nerf around Issue 4. It was the only clickable AoE Confuse at the time, so with nothing to compare it to, those numbers were assumed to be fine. Sets that came later were balanced differently. You can see how Plant and especially Electric and Dark Control were created by self-aware dev teams who were reacting to what turned out to be popular and what did not. That's fine, but its why Mind and some other sets deserve a revisit. One kinda interesting thing about the history is that until those latter sets came out, it wasn't even clear that AoE immobilize was a Controller staple. Four sets had it (Ice, Earth, Fire, Gravity) and two did not (Mind, Illusion). It wasn't until Plant, Electric and Dark all showed up on the scene with AoE immobilize that it was clearly defined as a class trait, with Mind and Illusion as huge outliers.
  25. I personally think it's a bit better than that. I do like the power. On Controllers its pretty fantastic and does what it's supposed to do. I think 60 seconds is the "right" value for this power. I just wish they'd fix it on Dominators. The current values in Domination mode and the correct values should be: Current value: 22.35 sec Confusion (Scale 15) Correct value should be: 33.5 sec (Scale 22.5) On top of not being able to Confuse bosses other than the first target, Electric Dominators are missing out on 50% of the Confusion time than they should be getting on minions and lieutenants. Depending on the level of the enemy being fought, after enhancements, Electric Dominators are losing 20 - 40 seconds of mezz time, which is why it feels like enemies break out of this control so much faster than other mezzes. On Controllers the chain power does currently have a 20% chance to Overpower enemies so for sure Dominators should get their Domination. As it stands currently Controllers have a better chance to mezz bosses with this power than Dominators do. If we want to get technical, Controllers also lose out on some duration in the chains (it should be about 25% longer). That could be fixed by using the Homecoming tech that correctly applies archetype modifiers to pseudopets.
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