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DrRocket

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Everything posted by DrRocket

  1. I have a tanker that is Dark Armor and Dark Melee, as per design there are severe weakness to energy and toxic, which makes the tank a bit mediocre for level 50 content, for instance ITF is plastered with energy attacks, and APEX if full of energy and toxic, which obviously makes this kind of tank rather poor. So I looked at the incarnate abilities to help with these terrible resistance gaps, and tried the Alpha - Resilient Core Paragon, which advertises a 33% increase, which quickly caught my eye as the solution to my problem. So I had a 44% resistance to energy, and expected that 44*1.33=58%, which is no miracle problem solver, but at least it makes less bad. When I slotted the Alpha T4 Resilient, I went from 44 to 47, which is hardly 33% and more like 6% which is very underwhelming, if not pointless. So either the game is not applying the bonus right, or the description of the benefit is simply wrong or need to be clarified as in 33% of what is increased? I would suspect that the rest of the Alpha descriptions, may also suffer from lack of clarity as well Regards
  2. Respec is something we do at one time or another, but when we finish, our power trays are devasted. Could it be possible to not have things like costumes, pets placed in the trays, at least ensure that preference is given to main, inherent, mastery, macros, incarnate powers are placed first, and then with whatever room is left put the foo foo powers. I ask this, because I have experienced at times that my trays are filled with junk powers, resulting with many of my main powers don't on them and have to search for them and drag them. Only a request... Regards
  3. I often have my Scrappers totally surrounded by mobs, and I do a cone, and amazingly the cone only hits a single target, frankly I am so disappointed with melee cones, that frankly they should take them away and just give me single target hit with decent DPS. Regards
  4. During Live, there was some work done for underwater content, in fact if you do an ITF, on the crystal mission, if you try to dive under the water in one of cisterns, you can actually swim underwater. Maybe this can be taken a step further... Regards
  5. In a full team, they don't even get an inherent, ha ha ha; only class that has that characteristic
  6. For the record I am a badge hunter, and frankly the whole concept of the Laberynth is totally underwhelming for me, The only reason I would bother with this material is for the badges and nothing else. Same effect happened with LG TF star challenge, I suffered through it for the badges, once I got them, I will never return to it. Of course from my perspective, needing a raid size team to do get the badges, strikes me as utterly dumb, like I could casually form a raid size group and the 47 other players would be so willing to get the 14 badges the zone offers, I am still laughing out load at the insanity of this possibly happening. just saying Regards
  7. I am in a way sad about this new event... But it is what it is, I went in looking for to casually explore and learn the area, which is impossible. In order to do the content, its going to force special requirements on the players to compose a team, a huge leap backwards from the casual atmosphere that homecoming had cultivated. But one has to accept change... Perhaps, there is a way to still allow a bit of casual feel to this... When an individual or team engages a colored portal, a dialogue box opens, just like a TF, and lets the player or leader choose the difficulty (-1/1 or +4/8 or or +8/10 any mix there off); and creates an instanced of the labyrinth this way there is choice and anyone can enjoy the new material in a manner of their liking. Only a suggestion... Regards
  8. I went in with my storm defender, pretty solid build, set it for -1/1, but it seems its moot, for the levels are arbitrary set to minimum +4/8 at the lowest level, obviously you did not think of support classes trying it alone, or you made this for melee classes to enjoy... So I enter with my Storm/Dark Defender, with a base 50% defense vs ranged, 49% melee, 54% AOE as a whole not bad defensive values, I also entered with m y hurricane activated in order (I thought) would debuff whoever attacked me for further protection, and I was also fully stealth. As I entered, the minotaur (GM) was right there guarding the entrance, did not have to go look for him. He two shot killed me, never had a chance to react. Never missed just one easy kill. I tried another colored entrance, and no minotaur, at least I could try the laberynth some, the first group, despite I set it to 1, it was huge, little to say, they automatically hit me and brought me down before I could do much of anything. This is truly a very very bad experience. Perhaps the difficulties should go from easy to crazy, instead of insane to incredibly stupid Regards
  9. Not sure how to describe which buttons I am talking about But they are towards the button having "Local" "Broadcast" "Team" "League" "Super" "Request" etc Those buttons are tiny, could we make them twice as big? Thank you
  10. What is that reason, just curious?
  11. I disagree with your suggestion, do remember Blasters have nothing to help them with defense, resistance, and status effects as opposed to the melee types. The one gift they got to compensate for the tremendous handicap is their DPS, so why rob them out of it? Unless you plan to compensate by giving them status effect protection, etc. Please don't ask to nurf a part of a class, with consideration of augmenting another part to maintain class balance. V/R
  12. A Storm Defender can't truly do much to help the team directly, save for the heal value of O2 which has a Status Effect relief ability. It occurs to me, if O2 could be made into a PBAOE, it would be able to provide for health and protection benefits to many players at a time, thus an astute support class, would hang around a Storm Defender and get healed and have a bit of preventative protection for status effects, which overall would make the team more resilient and much better able to support the melee and especially the tank. Any thoughts?
  13. Please describe what fully developed means? and the controller has no control on the pets To answer do you want 6 pets at -5, 5 would be better than 3 at -5, basic math, ha ha ha
  14. Since I played controllers from live days, their pet, which was their main stay for dps, got mega nurfed. Originally you could speed up the rate of recharge and be able to multi cast the imp and have them stack, also the cast was between 1 to 5 imps So a proper outfitted fire controller and knew what they were doing, they could have as many as 15 imps! Then they got mega nuked, to only 3 non staking imps, with no balancing the other power sets to make up for the tremendous loss of DPS. Which has been my peeve for years, Where a group of players who plays another class gets jealous and soon the cries to nurf begins. It would not be so bad, if then nurf of a particular power set was compensated by making other powers in the set a bit more competent, but that does not happen, the power in the set is nurfed and the total power set is now less. Thinking that the average MM has 6 controllable pets, that it would only be equitable that the controller pets be raised from 3 to 6 uncontrollable pets. Just a thought, on compensating for "sins" of the past V/R
  15. That is exactly what I do, but base is approaching getting full of unused +5 boosted IOs and it is such a waste to sell them as if they had not been improved... I have been able to sell them individually to players around the AH, but the thought was, why not make the AH handle this types as well? V/R
  16. This is a QoL I often save IOs and what not at my base, where I am able to craft at, but if I need a material not already stored at my base, I am basically out of luck, since the "/AH" command does not work there. My thoughts, why not have PW2 vendor have an artifact, akin to the "crafting workbench" that creates a temporary AH trade station, so you can do trades within your base. It would be also be nice, if it also gave yo a choice to sell stuff directly to a vendor so you can get tird of unwanted salvage anywhere you may be V/R
  17. Frankly, if you read on how accuracy actually works... To hit De-buff is worthless Reason is that all your to hit de-buffs are capped to not allow to be less than 5% of the targets buff gains, and then that is added to the mob's accuracy, which is what actually gives the chance to hit you! So de-buffing them by say 150%, will result with the mob's accuracy be base accuracy + 5% no matter what you do, thus your to hit de-buff is really a fake sense of safety. The game should really, relook at this mechanic, so many power sets that in paper provides survivability by making the enemy less accurate actually does as advertised V/R
  18. I think the whole pet characteristics need to be truly re-looked. I find pets besides being totally brittle, their DPS is rather mediocre. I have experimented with them to get an idea of what their combined DPS is like by attacking a single mob with all my pets (I killed all the other mobs) and did not use my own attacks to help them. It was, frankly, boring to see them gum the mob to death, since they obviously have no teeth. My observation is that between all of them they do "Moderate" damage, which is very sad, since they are supposed to be the MMs main way to do DPS. I would suggest that the minion pets do light damage each, not between all 3; the LTs should do High damage each, and the boss pet do Superior damage in order to give the MM some teeth. Their hit points can be fixed as those given to mobs of their quality and level, but their defense, resistance, endurance are based on the player's stats and not left for target practice quality stats. Also a new attach command is needed, where they automatically attack whatever I have targeted, and switch as I do, with out me constantly telling them. Also give them a bit better AI, if they are range attacking, have them do so at range, not run next to the mob and then range attack. Only a few suggestions... V/R Ps: As a manner of practice, the only use I have for pets are as damage soakers, that is I play them defensively, so any damage I take its shared with them, after that I could care less what they do, they are useless. I instead place great focus on making sure the DPS powers I do get are IO slotted to the best possible way, because if I want DPS, it has to be through me alone, and not depend on the worthless pets.
  19. This is essentially a quality of life suggestion.... I do appreciate well thought and described opinions and responses to this QoL suggestion At times, I do respec old builds and make new builds with different features, as a result a number of IOs that I had boosted to as high as +5 becomes not needed and thus subject to be sold. The problem is that AH is not set to sell +5 boosted IOs, and if you want to sell them, they are stripped of the 5 +1 boosters I used to improve them, and then offered to be sold as a normal not boosted IO. It would be courteous, if the +5 Boosted IO (or there off) could be traded or sold at current state, if the process to make this possible is so mind boggling to do, then perhaps during the process of removing the +1 boosters, the player gets them returned instead, not just thrown to the garbage. V/R
  20. I would not consider the hard mode material as failures, but they are as one could expect less than perfect. I had historically disagreed with the concept of increasing challenge by the adoption of arbitrary happenings, such as auto hit, auto kill, teleport that can't be resisted, extra high mob accuracy and the abusive spam of status effects that has a very disproportionate impact on the non-melee classes. In the live days, the concept of specific group configurations was hardly a novelty, it was in general a must. As the game evolved and afforded the support classes better survivability through the use of IOs and later Incarnates, it freed the players from the cookie cutter group mix from the early live days. As the advanced/hard mode is enacted with the arbitrary properties given to mobs, the support classes returned to a similar level of helplessness reminiscent of the early live days. Despite having say Clarion, Clarion is not permanent and the spamming of status effects in a prolonged battle, because mobs are much more numerous and tougher to kill (lots of hit points and way too much resistance), Clarion comes and goes while in the same fight. The idea of carrying break frees which almost never drop in battle, just can't cut it, you can't carry enough, even if that was all you carried. I have tried slotting a clarion destiny and a melee hybrid to have better mez protection as in duration, but even doing so, I just can't get the duration. I can't quite say the advanced mode is broken, since it is really a matter of perspective. There is nothing wrong, observing a cookie cutter group composition; on the other hand, going back to a cookie cutter group composition requirement was in my opinion a great loss in flexibility and the evolutionary path of being class friendly the game had endeared itself to pursue. LGTF is the most obnoxious of all the advanced modes, and as a result, I got the badge, and have no intent of ever doing them again, there reward does not even come close to make it worth my while, and incidentally, it will never be done in a support class, I have plenty of tough melees to do it if I am crazy enough to waste my time on it. If I want a bit of unbalanced challenge ITF is more reasonable. Regards
  21. This is more of a peeve, yet it can be valid... When I play a scrapper for example, their power that gives them protections to status effects must be renewed periodically , not really much of an issue in general. Yet when I am in combat and its time to refresh my protection against status effects, I have little choice but to click on the please save me from the I win button or be subject to the spam status effect attacks. When I do so, the character engages in theatrics, poses in the middle of combat, which I refer as the pinata effect. In the pinata effect, my character is simply clowning and letting all the mobs get 1 to 2 free attacks on while the idiotic graphic takes its course. While self-paralyzed and doing incarnate TFs they are notorious for their area kill no save auto hit attacks, and guess what - Here is Stupido-Scrapper posing for the camera... I would like to see the amount and duration of self paralyze effects go away or be greatly diminished, I get the Scrapper status protection graphic, ya it looks cool but it also looks perfectly stupid during combat. So why not the first time in game that the power is engaged the full paralyzing graphic is employed, but afterwards is just a discrete temporary glow about the character which does not keep them from attackin and moving. There are a lot of attacks especially for melee that have very long graphics with the same detrimental effect. not only does the graphic seriously reduce the dps of the attack, but also damns the melee to stay put and let mobs enjoy the Pinata effect, and prevent the melee from moving out of a killer field which has auto hit and ignore everything. This needs to be alleviated, perhaps after the first half of the graphic you can move? Same goes for support types which the use of a power results with self-paralyzation, why not make changes to allow powers such as heal, buffs, debuffs be on-the go powers instead of stop and fire? Just a thought... V/R
  22. I may have issues with your suggestion... 1) The game is wired to control the level of the mob by size of the team. so your suggestion may call for code changes 2) As noted by another poster, not everyone is level 53 3) Different Arch-types have different soloing ability, thus raising an EB to AV may render the mission impossible for a tank who may not have the DPS to dent the AV for instance 4) The use of notoriety, I think, would let you choose to have an AV instead of an EB It would seem to me a more complex mission parameter GUI at the issuer of the mission would make sense to me, this way each player could adjust to their needs or preferences V/R
  23. I have been sending shots in the dark to address this... The concept that people have billions of influence or even millions is truly a bad assumption. Those who do are a true minority, and are true masters of the game in many aspects. Yet because there are a few masters it really does not justify hurting the majority of the players, who just want to have fun and feel as super as they can be. In a previous thread I calculated the value of salvage based on what it takes to make them. Conversion: 1 Empyrean = 20 Threads Common Salvage - 20 Threads = 1 Empyrean Merit Uncommon Salvage - 60 Threads = 3 Empyrean Merits Rare Salvage - No pure Thread conversion, yet acquirable for = 8 Empyrean Merits Very Rare Salvage - No pure Thread conversion, yet acquirable for = 30 Empyrean Merits Using the above The thread conversion GUI needs to have a choice to: Create Rare salvage for (8 x 20) = 160 Threads Create Very Rare Salvage for (30 x 20) = 600 Threads Also it would be handy to simply change and simplify the GUI section for common, uncommon, rare, and very rare where they convert the salvage into Empyrean merits following the same conversion table as above, no more of the short changed uncommon worth 60 threads giving you 8 to 10 that is simply wrong. Also the simplified table takes away the need to convert within rareness with thread penalty to do so, in effect you trade the salvage for the Empyrean merits and then buy stuff with the Empyrean Merit. The proposed system is straight forward and simple to use. It would also be nice, since 1 Empyrean Merit trades for 10 Reward Merits, that 10 reward merits trades for 1 Empyrean Merit. For what it is worth V/R
  24. It occurs to me why Defenders secondary is 50% nurfed in teams? I can very poorly understand why the defenders were treated so poorly in the damage department at first in live. After all the view of the developers was that somebody had to be buffing and healing the melees since they were up on the face of the baddies and it would not pay that they instead of playing nurses and water boys they would be blasting away while the melee's got killed. So I can in a very sick way understand why their attacks got nurfed. Also to enforce the servitude of the support defender their primary powers could not help them, thus making as dependent on others as possible. Of course the damage nurf and not usable primary for defenders while soloing became a major issue. So ok, I get it, I think its utterly stupid it does not change the fact that it is what it is. The problem that I am truly bringing up is not all defenders are in the heal and buff arena, there are those that focus on the enemy debuff area. Take for instance a Storm defender their primary is set to debuff the enemy and are useless in the heal and buff areas, then add dark and you have the makings of a tremendous support character that renders the teams enemies essentially helpless due to lack of accuracy. Given this why would their dark damage be nurfed, what is the reason, would you want this character to provide as much support as possible? ALso with IOs and Incarnate, does the melee truly needs support at all? My tricked-out tanks and brutes demolished +4 TFs without any support assistance and at no risk, so the model of the tank needing support to survive is long busted, so why not let the defenders get their full damage? Its not like they are needed to "support" anymore. Just a thought...
  25. Getting a bit tired of the ole support types are supposed to be fodder comments, they are supposed to be super types as well, while they may lack in resistance bit, defense is the balancing factor that allows them to be heroic. Why not start a set of make it harder against the melee types, they seem to be the ones asking for challenge anyway. If anything why not do something that focus on melee types for a change, say give a whole bunch of mob types ignore resistance abilities for instance? How is that for challenge?
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