
DrRocket
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Nope, all were optimized IO sets and combos
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These are only observations, from data I collected. The data presented is not universally accurate, but is good enough to establish a trend. Why is the data not truly accurate, is because within each class there are lots of varieties and build configurations, which will result with sightly different results. Yet my short sampling, I did, is indicative of a trend. I also limited the data collection to hero side, but suspect that a similar trend could be expected. If any of you have the time to collect it and posted, I would be grateful. How I collected the data: I went to Cimerora and hunted Generals (bosses) and counted how many hits it took to defeat him, I did not count missed shots. The data: Hits Mez Protect Res Cap Def Increase Opportunities Res Increase Opportunities Controller 42 No 75% 4 2 Tanker 23 Yes 90% 5 3 Defender with Vigilance: 21 No 75% 4 3 Defender no Vigilance: 24 No 75% 4 3 Blaster 15 No 75% 3 3 Scrapper 10 Yes 75% 9 2 Do note that Scrappers have two routes to go, that is resistance or defensive based. I used my MA/Shield Scrapper for my test, which is in effect defensive based. Long ago, in a time far away, during beta and live, Jack Emmet hat a development discussion over DPS vs protection, with the inclination if you are nearly invulnerable to all (tank) your DPS should be very little and contrasting with this if you were made out of glass (Blaster) your DPS would be very high to compensate for the weakness. Of course, as the game evolved and players complained, some louder than others, the basics of DPS to protection balance, was lost. The chart above, documents how much the deviation to this principle has evolved to. Notice when it gets to protection be defense or resistance, it is generally how many opportunities you have to boost your base defense or resistance. Any thoughts about perhaps giving some arch types a DPS boost? As always, please make this a learning opportunity, if for example you use the line "they are support, why would they need DPS?" that is fine, but go into detail of why your assertion is balance honest, would prefer to avoid the "it is how it always has been done" because it is a pre-emptive statement with no room for discussion, because the contention that because it has always been done that way may not be so right after all, specially after examination. Perhaps some may be adventurous and actually recommend in "how many hits" should an arch type defeat a boss? Thank you
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Incnetive for folks to start TFs or SFs
DrRocket replied to DrRocket's topic in Suggestions & Feedback
Good point -
Incnetive for folks to start TFs or SFs
DrRocket replied to DrRocket's topic in Suggestions & Feedback
Lots of interesting comments I agree, if a reward is going to be given to a person, who went through the annoyance of forming an SF/TF team, it has to be in a way that it is not exploitable. By definition a team is not solo, so that exploit would go away Seems in that venue, that the reward would be commensurate on how large the team formed was, say 2 versus 8 The reward itself needs to be juicy enough to encourage leadership to form a team, but not game breaking Temp power may be of interest if it last like for a day not mere minutes, otherwise, not worth it. I would not dedicate half an hour of begging for folks to join for a mere salvage piece Incidentally doing the SF/TF is fun, forming the team is not, just a comment Another note, while you may not be good at leading, you can still form the team and lead it, and let other players do the mentoring Did I miss any other observations? regards -
Actually multi zoning to get to an end location, is inconvenient, of course we all have opinions
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This is a Quality of Life suggestion... I will confess at being an ALT-O-HOLIC, perhaps modestly at 55 alts, so as I make new alts and get them to 50 and unlock their incarnate powers, having those incarnate salvage available would come mighty handy. I wonder, if the devs have plans for what to do in the future with all those incarnate salvage in our alts' storage, that we have no use for at this time? But it would strike me as harmless, if we could transfer within our account incarnate salvage, since we can't convert them into emps or sell them in the market. Any thoughts, am I missing something in particular? As always, please help me by making this a learning opportunity Thank you
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This is just a Quality of Living recommendation With the rise in popularity for Hamy being done in both zones, and each zone does have a safe "landing" zone that also serves as a hospital, there is frankly no logical reason to not have base portals to these two zones, that I can think of. Other former hazard zones, such as Crey's folly has a base portal for instance. Any thoughts on this, and as usual please make this a learning opportunity for me Thank you
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A re-look at Stealth going away when you do something
DrRocket replied to DrRocket's topic in Suggestions & Feedback
I did, they still can hit me... Funny ah? -
A re-look at Stealth going away when you do something
DrRocket replied to DrRocket's topic in Suggestions & Feedback
I think is funny, when I snipe at extended range from stealth, and the mobs get to attack me before the snipe gets off... regards -
Thank you for awesome reply
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Instead of having a mez with a say a strength of 1, use IOs to increase it potency to say 2 or 3, was the intent
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I was l looking for the radius of the AOE to be larger, the debuff to be greater say from 5% to 10%, etc
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Apologies for the confusion... I was referring to mez protection powers, during live days... In live days tankers had toggles to provide their status effect protection and scrappers had to click buttons to keep their status effect protections. In the old days... if a tanker happened to get held, all their toggles wend down, which left them helpless, Scrappers had many powers are inherent or in buttons, whose effects were unaffected by the status effect, Very sorry for the confusion, my apologies
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Another QoL for SF/TF leaders... I'm not sure what is the mechanic, but in some instances when I as a leader complete the mission, I can go to the contact and ask for a mission, when that happens anyone inside the mission at the time is kicked out of the mission and the mission is posted. On other occasions the contact wants to talk about the weather, and will not advance the TF/SF until all players voluntary exits the mission, and if AFK everybody is stuck waiting, and the AFK timer does not work when inside the mission. So what I am asking, is to always allow the leader to always advance the mission with the contact and force those AFK out of the old completed mission. Any thoughts, as always please help this be a learning opportunity V/R
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Just a quality of life suggestion... In the old days the choice of buttons versus toggles where actually quite a big deal. In the old days tankers got toggles and scrappers got buttons, why did this matter? See if the those days, the tanker got say held, his toggles dropped and he was basically fodder. For the Scrapper, if held, the toggles remained. Huge difference in those days. Now that being Status Attack affected does not drop toggles, the point or difference is now moot. So why not turn the buttons such as mez protect into toggles? As always, please provide feedback but let this be a learning opportunity V/R
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Maybe one of these days when the devs release another IO series, some different effect IOs can be added For example: We can extend how far an AOE can go, but we can't increase the actual radius of the AOE We can extend the duration of a hold but not increase the magnitude strength of the hold (there is proc that does this, but its not the point) We can extend how long or how far we can use a Debuff, but we can't increase the magnitude of the Debuff We can have a power recharge quicker, how about lasting longer? How about giving a power that affects a single target, have an IO that would enhance it with an AOE effect; that would have rather interesting effects and add tremendous fun and abilities to the game Any thoughts, as always make this a learning opportunity for me Thank you
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Sorting and filtering at character select
DrRocket replied to OverkillEngine's topic in Suggestions & Feedback
Would be nice if they also shown with the alt what their vet level is to V/R -
Incnetive for folks to start TFs or SFs
DrRocket replied to DrRocket's topic in Suggestions & Feedback
I get it, I get the rewards for completing the TF/SF, the exact same reward as if I had participated in a TF/SF someone else did all the work for.... -
Incnetive for folks to start TFs or SFs
DrRocket replied to DrRocket's topic in Suggestions & Feedback
On the nose, and the reason for this thread! How we change the proportion of folks leading to just riding and letting someone else do all the work -
Incnetive for folks to start TFs or SFs
DrRocket replied to DrRocket's topic in Suggestions & Feedback
What rewards? You talking philosophical ones, like the satisfaction of completing one? -
Incnetive for folks to start TFs or SFs
DrRocket replied to DrRocket's topic in Suggestions & Feedback
I seen a lot of comments around, if you "solo" which is not really the problem I was talking about. If I could just solo content, then screw recruiting and wasting all that time... The idea was when you do recruit for an SF/TF I heard a lot of negatives, potential exploits, which does have limited value. But they do nothing in solving the issue of getting others to recruit too The suggestion to get friends, that is just a no go, while I have a lot of friends, I do not have them available when I log in to play, and I am hardly Mr. Socialite either. and it again does not solve the problem as in having others bother to form TFs and SFs I do appreciate the advice, but I am looking for incentives for others to kinda do their share -
Incnetive for folks to start TFs or SFs
DrRocket replied to DrRocket's topic in Suggestions & Feedback
Wow, never experienced it or noticed it, what is this system you speak off? You got me curious and excited! -
Maybe its just me, a distinct possibility, but it seems to be much harder now days (in Everlasting) to form a TF, and SFs are much more annoying to form. Crazy/sick me, I decided to gain the Sheer Will Accolade for all my support alts, which were about 18 of them out of my 55 alts ( I think the use of Holds and what not is excessive in the game and the reason for my not having many support types -(Lets face it, I like to feel Special a Star, as opposed to a mere extra) So as a result, I had to form and lead 18 sets of each of the 5 SFs to gain the so wanted accolade That is a formed 90 SFs in the course of 5 weeks. So from an Everlasting serve, I can claim some direct true experience. Note, If at the time, I was ready to recruit an MSR recruitment started - I logged off the server, no point of even trying. So recruiting around Hami and MSR.... It took me near 30 minutes or more of constant begging to get a team of 8, about a fourth of the time, the team gave up and we went with groups of 6 or 7 I noticed, while I tried to take advantage of the WSF, the WTFs were getting better serviced, but not nearly as often as I would have expected out of a weekly. I also noticed the poor zap forming the TF took at least over 30 min to get it off (disregard Death From Below) I also noticed, that many players would send me a tell "I will you it, if you form it" Which frankly after awhile it just annoyed me at being so callously used. I also got a large number of tells from obviously leacher/farm door sitters despite being 50, having no idea how to play the game, I would get questions "How do I get the Cap Au Diable" I would say use the oro portal, response "What is that?" And then they would cuz me off, when I replied "Wiki It" Please forgive my ranting, but wanted to provide some background to this post... So the real question, is how to get folks to want to lead as opposed to solely force/depend others to do the forming? At this point, I feel if I want to play the game, I have to form a team and slide out the begging board. At this time, I am very ill, and have a liver terminal ill disease; so I don't have the energy and health to spend 30 min or more forming a team. I am now, getting to the point, that maybe CoH is no longer a game for me, and it is time to do something else, which hurts me, because CoH has been my game for decades, love the game, love culture (except the invading leaching culture) So how to get folks to want to lead, no chance a leacher will ever do this -they do not even know how to play the game proper I had some thoughts... 1) Give like a 25% bonus to exp and inf when leading, would that help 2) Give like 50% emps to encourage itrials and level 50 content 3) A shift in the value of salvage, so instead of getting a white drop you get a yellow, etc I frankly have no idea how to incentivize players to want to form, I am essentially pleading with you for a fix As always, lets make this a learning opportunity for me and others... Thank you
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Anti-mez buff powers...why so fickle to use?
DrRocket replied to Seldom's topic in Suggestions & Feedback
You were right, until the devs decided the up the challenge, mostly at the support types, by severely limiting their taunt aggroe, and then there is the issue of those melee who even bother to slot taunt, and those who did - even use it in such a manner. How often you hear comments such as "I wish the tank would know how to use taunt". The major problem is that it is easy for melee types immune to Status Effect to say that support don't need it because of them, that is in a way arrogant to say. Why not remove the Status effect protection from the melee, and make "them" dependent on the support to provide for their needs? As it is the other way, as you just described, I bet you are likely offended at my merely saying that. Also during Live days, the excuse the devs had for giving melee status protection was they had to go in, which was very acceptable. And not giving support any status effect protection, because in those days, there were no ranged status effects, which could be arguably agreed to. But look at today, that environment certainly does not exist, just about all minions and above have a ranged status effect, often AOE, and oh boy do the spam them. Lately it seems the devs concept of increased challenge, is to increase even more Status Effect attacks on support, thus killing them faster and now the melee is challenged because they have no support. In some star content, the baddies have an un-resistable and auto hit teleport (feels like cheating to me) to them (so much for range) and drop in an intense defense debuff field (got to rub salt in the wound) and then (of course) subject their victim with spam holds from many different baddies; and then you are surprised they died almost instantly? There are those melee that arrogantly say to the unlucky support zap, learn to play the game, but truthfully what is there to learn from completely arbitrary activities? I had proposed in the past to give support types some status effect protection, since range can help in some very minor and inconsistent way and melee may do their job of protecting them (not something to take to the bank), so I noticed a trend as such Tank 12 protection, scrapper 8 protection, thus I suggest support 4 protection; it is something - not as dramatic as the tank or as solid as a scrapper. But at least a compensation for the abusive use of holds. Just something to think about... Once more if you disagree, give me detailed reasons so I may learn from your experience and knowledge