-
Posts
5433 -
Joined
-
Last visited
-
Days Won
117
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by Luminara
-
"The Game is not Balanced around IO's"..... should it be?
Luminara replied to Galaxy Brain's topic in General Discussion
Yeah, no. Your goal was clearly stated, to promote teaming by forcing players to use each other to compensate for not being capable of hitting the Defense soft cap with IO sets. Here, I'll refresh your memory. You're not complaining about homogenization or a lack of diversity, you're directly and very clearly stating that you want nerfs which force players to team. That's your defined and stated goal. And no, when I point out how easy it would be to work around the limitations you'd impose, I'm not agreeing with you or providing unintended support. I'm telling you that you're on the wrong track and providing examples which emphasize the problems with your suggestion. Teaming is socialization. Socialization should be something desired, not something imposed. Any attempt made to force players to team will simply drive them away from that content, especially in this game, which has always treated teaming as a bonus, not a requirement. I was tackling GMs solo in 2005, long before the Invention system existed, with a defender using melee attacks. That shows how unnecessary teaming has always been here. Allow people to team up. Reward people for teaming up. Do not shove them into the cattle car and demand that they team up for the sake of your personal enjoyment or vision of what's "good for them". -
"The Game is not Balanced around IO's"..... should it be?
Luminara replied to Galaxy Brain's topic in General Discussion
There's no point moving the goal post if you're only moving it six inches to the left. And the existing reward structure is fine if the goal post isn't going anywhere. -
"The Game is not Balanced around IO's"..... should it be?
Luminara replied to Galaxy Brain's topic in General Discussion
Too easy to game for some archetypes or builds, and too little offered to other archetypes and builds. Any improvement to the reward system should be broadly applicable and uniformly attractive for all. I'd set specific flags on damage types, status effect resistance/protection currently active, buffs/debuffs available, and flag enemy groups to interact with various player flag combinations to create a challenge:reward structure that actively and fairly compensated players for the real difficulty that various foes present to specific characters. That would actually incentivize fighting things which are challenging, instead of simply selecting a "challenging" mission with "hard" critters that one's character can waltz over at +4/x8/Yes Bosses at breakneck speed. My Staff/Willpower brute, Legionette, has no reason not to fight Carnies, or Malta, or anything in the game. She's a juggernaut of OMGSOMUCHFUNI'MGOINGTOPEE against everything, and the more enemies, the better. My TA/Dark defender, Parthenia, on the other hand, has every conceivable reason to avoid certain enemy groups, since she lacks status protection, relies on click debuffs (which makes her an easy kill for ambushes), depends heavily on proper positioning (cone spammer, so maps which constrict spawns to smaller radii are "better"), etc. A fair reward system should be equally compelling for both, not just another bonus for the former and a reason not to play the latter. -
"The Game is not Balanced around IO's"..... should it be?
Luminara replied to Galaxy Brain's topic in General Discussion
A blaster with Diamagnetic Core Flawless Interface isn't even missing the 5% Defense. You're approaching this from the wrong side. Any nerf to Defense can be quickly and easily countered by anyone. One doesn't even need to be a specific archetype, use a specific power set, or even a specific power. -ToHit is available to everyone. If you're going to restrict the effectiveness of Defense, you have to do so from the other end, by buffing critter ToHit, or it's pointless. But buffing critter ToHit unnecessarily and unfairly penalizes entire primaries and secondaries built around the idea of Defense while ignoring primaries and secondaries built around Resistance, Regeneration or combinations of all three. And considering that it wouldn't accomplish the goal you intended, it's probably not a good change. You're not going to promote teaming by nerfing one type of damage mitigation and ignoring everything else that's going on. Take it back to the drawing board. -
"The Game is not Balanced around IO's"..... should it be?
Luminara replied to Galaxy Brain's topic in General Discussion
As entertaining as this thread has been to read, I'm going to rain on it now. We're not talking about balancing the game around IOs, because ED already ensures that IOs, common or set, are within the existing balance framework. That balance work was done almost twenty years ago, and it's still just as effective today. We're talking about rebalancing the game around set bonuses. And it's unnecessary. Yes, certain set bonuses allow some characters to become game-breakingly overpowered. The same set bonuses on far weaker characters only make those characters less frustrating to play. As long as that kind of spread exists, it's not possible to fairly balance the game around IO sets. And having such wildly varying disparities in power between characters is one of the high points of this game. We don't want, or need, the kind of homogenization that would be necessary for the game to be balanced around set bonuses. For every Superman or Hulk in the game, there's a Punisher or Question. That is what the game is balanced around, as it should be. -
"The Game is not Balanced around IO's"..... should it be?
Luminara replied to Galaxy Brain's topic in General Discussion
Kegel exercises might help with that. -
"The Game is not Balanced around IO's"..... should it be?
Luminara replied to Galaxy Brain's topic in General Discussion
-ToHit. Check and mate. -
What should the aggro cap on Homecoming be?
Luminara replied to oedipus_tex's topic in General Discussion
A higher aggro cap for all archetypes could have some potential benefits, but only if it were specifically decoupled from the caps on targeted AoEs, PBAoEs and cones, which includes defensive powers. The Invention system had some unexpected and unintentional effects on the game, which the Incarnate system has magnified. Single-target powers are less valued and valuable than they were in pre-Invention era. Buffers and debuffers are less desired, unless they bring very specific debuffs, and even those debuffs are available now outside of their previously restricted capacities. Certain sets have fallen out of favor simply because they don't offer enough AoE. Everyone can aggro everything, safely and easily, and burn it all down with AoEs. Yes, it's fun, but considering how frequently people ask if they're wasting their time playing X archetype or Y set, it's clearly impacting the game as a whole. Increasing the aggro cap, and only the aggro cap, might change that. If we pull more critters than we can actually handle with our AoEs, if we pull more aggro than our defensive abilities allow us to safely ignore, if the possibility exists for us to bite off more than we can chew, then we have to change how we respond to the game. We have to stop and think. We have to use our buffs/debuffs to mitigate incoming damage, instead of just letting our toggles and set bonuses do the work. We have to target and deal with dangerous foes, instead of lumping them in with the chaff. Those sets we stopped playing because they were too focused on single-target abilities suddenly become worthwhile again. Perhaps removing the aggro cap entirely is the answer, but only in concert with imposing caps on Defense powers and ensuring that all other existing target caps were enforced. Some limitation has to be present in order for the game to provide some semblance of balance and difficulty, but I find myself agreeing that an aggro cap isn't the appropriate place to impose that limitation. We should be allowed to screw ourselves over. We should have some risk of pulling more than we can deal with. Right now, if we've aggroed the spawn in front of us, the spawns to the left and right are completely harmless, as long as we're holding that initial aggro. And that's just... wrong. We should be in a state of panic, or exhilaration, at the thought of aggroing multiple full-sized spawns, but we aren't, because the existing aggro cap plays the nanny cop for us, keeping us safe and secure, shooing those extra critters back to their spawn point until we free up room in our cap. We're adults. We don't need a game mechanic to babysit us. Nor should we feel disproportionately rewarded for pursuing AoE abilities in lieu of single-target abilities, or set bonuses and pool powers instead of teammates. So if it were up for a vote, I'd say yes, remove the aggro cap entirely, implement a cap on all Defense powers and let's see what we're really made of. -
When a cat buries its claws in your hand whilst simultaneously nuzzling you. Nuzlock.
-
Yes. And so are scrappers, defenders, blasters, controllers, Kheldians, Soldiers of Arachnos, brutes, stalkers, dominators, corruptors, masterminds and sentinels. Completely and utterly useless. The game was specifically designed to ensure that no archetype was necessary in teams, and that works inversely, by making all archetypes unnecessary in teams. It doesn't matter what you play. It doesn't matter how you play. What matters is that you play. That's what makes a team succeed, regardless of which archetypes are present. You. So keep playing, and don't worry about whether or not your characters are useful. As long as you're playing them, they are.
-
The big glowing pillars of purple light that you see right next to you when you zone in after using the LRT.
-
This morning's test of my theoretical Wall of Force build was edifying. Adding that third cone proved to be very satisfactory. The animation time is a little longer than I expected (seems to be a short pause after the animation ends), but not unduly worrying. The three cones chain perfectly, even without Hasten up, around 95% global +Recharge. I'm neither a fan of, nor antagonistic toward, Hasten, but having the option to redesign the build without it allowed a couple of changes to suit it more toward my preferences. Combat Jumping has replaced Stealth. This gives much better combat mobility, and Immobilize protection, while retaining the minimum 18% Defense necessary to supplement Flash Arrow's -ToHit and keep the character at the soft cap (bear in mind that even though +X characters resist debuffs (Purple Patch), we're stacking additional -ToHit with TT and NF, so before the attack chain has finished cycling for the first time (TT -> NF -> WoF), the character is still well above the soft cap versus +3 foes, and stays there as long as he/she continues attacking). Grant Invisibility was retained, both as a LotG mule and to make my spider buddy a little sneakier and safer. Since dumping Hasten bumped up the recharge time on OSA by ~8.5s, I added Blackstar so anyone using this build will have the option to alternate between the two. A nuke for every spawn, because it's always Christmas in the Lumiverse. I moved the ATOs out of Life Drain and into Blackstar in order to push Blackstar's damage up to par with only three slots. Life Drain is reslotted so it will continue to function as both a heal and an attack. As a bonus, using Touch of the Nictus added enough global +Acc to put every power in the build over 90% hit chance versus +3 foes (94.23% lowest hit chance, in fact, just under the cap). There is a 0.116s gap when using Project Will and Life Drain as a single-target attack chain, but there should be practically no need to use Project Will, with the cone chain complete. It is, nevertheless, there and usable, if you want to use it. Summon Disruptor's recharge is 20s away from permanence without Hasten. A small penalty for the redesign, but tolerable. Endurance consumption is so low in this build that one can toggle on Sprint and leave it running (with the EndRed IO), for extra zoominess. Alternatively, a Stealth IO can be stuffed in Sprint, to compensate for the loss of Stealth (the power). Nope, still no Lemon Arrow.
-
I had Dark Mastery on my original server build. I wanted to play with the giant spider this time around.
-
Acid brings nothing to the table for me. Ice and EMP handle -Special as well as Acid does (better, actually. they both use higher scalars for -Special (Ice because it's single-target, EMP because it has a very long recharge time)). OSA's -Def is equivalent to Acid's. I have no use for it, nor would it work well as a third procced attack, due to the recharge time.
-
Since this has my attention, I'll share an alternative TA/Dark build I've been poking at. This one ticks enough of the boxes for me to consider testing it. I'm not dissatisfied with my existing build, but the animation and recharge times of TT and NF ensure that there's always a small gap when using those two powers as a complete attack chain. Wall of Force has the same recharge time as TT and NF, and the same base range as TT, so it's an ideal addition to the chain. With three cones, I won't have to bother with single-target attacks unless I want to. Concurrently, the changes I made to my original build allowed me to alter Life Drain's slotting, so it can function as a fully-fledged attack in this build, instead of just a heal, and with Project Will, there's a complete single-target chain as well, so single-target damage output isn't completely reliant on Moonbeam. Why isn't TT slotted for damage? Because TT's damage takes too long to deliver. It's a slow DoT. The procs are far more effective. Why is Wall of Force only partially enhanced for damage? Range is of utmost importance. TT and WoF need to match NF's range so there's neither a problem with missing foes due to being outside of NF's arc, nor a need to move back and forth to maximize the efficiency of all of the cones. Pick a spot, park it and spam cones, that's the idea behind using these cones as an attack chain. With some enhancement for +Damage, Vigilance and a few set bonuses, it's still reaching over 100% +Damage when solo, so it's fine. And, realistically, the base damage is barely above a third of a proc's damage, so it's not like it's a powerhouse on its own. The procs do the heavy lifting, the power is the delivery method, same idea behind TT's slotting. If I'm not concerned with the damage output of TT or WoF, why did I enhance the damage in NF? NF's DoT is fast, and the range is 60', so there was no reason not to enhance it like a normal attack. Isn't this going to be expensive? Eh. I already have an almost identical build, so it wouldn't be "expensive" unless I'm using my second build on the character. Respecs aren't even 2 million apiece, so I'd only be spending around 4 million to test it. If I decide to try it as build #2 instead, it's still not going to cost much because the character is only at level 47, so none of the purples will be necessary yet. I've got about 300 million to play with on this character, too, and nothing else to do with it (already have everything for the level 50 build), so I might as well spend it on an experiment. I can always make more inf*.
-
Ambushes can still spot your character if you're in combat when they arrive at that location. Summons typically occur during combat, too, so you're never going to be undetectable to those. And some ambushes go to the character, not a location, which makes them impossible to hide from (not many, but a few, and they're very annoying for stealth-based characters). Having a weakness isn't a bad thing. As I said previously, it's our guarantee that TA can't be regarded as overpowered. It's also what makes TA more challenging than other sets, and more rewarding when played well.
-
I'd explain it to you, but I don't have any crayons.
-
Your comprehension of game mechanics and mathematics is still abysmal. You've learned nothing in an entire year.
-
just for fun Which powerset has the best chance...
Luminara replied to Greycat's topic in General Discussion
One of the theoretically possible models of time travel is to link two singularities via an Einstein-Rosen bridge, then move one of the singularities. Doing this should allow travel into the past, through the wormhole. Thus, in theory, it's possible for your method to have the opposite effect, to create a temporal loop, continually sending us back to 2020, if it should happen that a second singularity were connected to yours. It would be 2020... forever. -
My latest idea for a Melee/Buff AT and Why It Won't Work
Luminara replied to Wavicle's topic in General Discussion
I'd go the other direction. Debuffs at full defender scalar values, very limited or no self/ally buffing. Few toggles (i wouldn't give this archetype any toggles beyond status protection and movement options), de-emphasize control (absolutely no AoE controls, no more than one single-target Stun/Hold per set), and melee attacks at the Kheldian scalar. Focusing on debuffing would require attention to one's surroundings, planning, strategic positioning, tactical assessment of situations, careful use of powers or appropriately designed builds to avoid being left without a threat response... that would be both interesting to play, and an actually new archetype. Melee/buff or buff/melee, that's just a rehash of existing melee archetypes. -
That's not evil, it's evolution. This is evil. Evil. Winged demons. Unholy minions of the underworld. Tormentors of every other living thing on the planet. Being an asshole isn't something evolved, it's a choice. Geese choose to be assholes. That makes them the most evil thing known. Oh, they also have serrated beaks AND TONGUES. You'll run afoul of that far, far more frequently than you'll be likely to encounter spiky duck wang.
-
That is baseless slander propagated by geese. Geese are evil. Ducks are angelic.
-
I know where the docks are. That's where you go to find sea men and master baiters. I want ducks. Ducks in my hands, ducks all over me, ducks ducks ducks! No ducks in the mouth, though. I don't eat friends.
-
I checked every channel for ducks. Every single channel. THERE ARE NO DUCKS IN ANY CHAT CHANNEL. The thread title is misleading, and I demand a refund. 😠
-
Certain situations can occur, like facing multiple Tsoo Yellow Ink Men even at +0/x1. You'll never encounter more than one critter with a Hold in a spawn at +0/x1. You'll only encounter more than one critter with a Stun in spawns under similar conditions once in a while, and then it's only a chance to Stun. But Sleeps... yeah. You can be chain-Slept and killed even when the damage is minor. It's a long, slow, horrible way to be defeated. That's what makes Sleeps worse than Holds or Stuns. Even at default difficulty, it's the most prevalent status effect, and it's not dangerous because it's widespread, it's dangerous because when critters with Sleeps can spawn, they can spawn en masse.