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Luminara

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Everything posted by Luminara

  1. With the current state of the AI, Gauntlet is one of the very few things which prevents enemies from swimming to Tahiti in the middle of a fight. That's time not spent chasing an enemy who ignores your Taunts once it's started to run, or waiting for it to come back. It helps.
  2. Level 50 is when the toughest challenges are presented, so that's when the most powerful enhancement sets are offered. Minimum level requirements allow those sets to be made better than other sets in various ways. Those Superior ATOs are Superior because they require you to be level 50 to slot them. Same with the purples, they're stronger than orange sets specifically because they require you to be level 50 to slot them. That's how they're balanced against other sets. Again, balance. Some sets are more powerful than others in the same tier and category, but are restricted to a specified maximum level. Think of it like this: every set has a budget, and a variety of ways it can spend that budget. The set can go to max level, but have lesser set bonuses or attributes; or it can go to a lower level and have stronger set bonuses or attributes. Every set is designed this way. There are always balance points and trade-offs, and that's necessary to ensure that all sets are roughly comparable from a development perspective. The budget creates a standardized system and gives that system a measure of predictability and reliability so players always have a fair idea of what they should be getting out of a set. They may not look comparable from where the player sits, but the budget ensures that you don't have wildly overpowered uncommon sets or laughably underpowered very rare (purple) sets. Specify which sets you feel are in need of attention, what bonuses you believe warrant improvement, and why. "Change the bonuses" is no more helpful for development than "Add bananas". Be aware, though, that simply asking for all set bonuses to include, say, global +Recharge, or +Defense (All), will fall flat because that's basically requesting that all set budgets be ignored and the entire game rebuilt around unbalanced IO usage. You should note, though, that every set you consider to be underwhelming is a set someone else considers to be perfect, and campaigning for changes to sets is guaranteed to generate controversy. The bonuses you value aren't necessarily the bonuses others value. But that's why we have so many sets with so many variations in bonuses, so everyone can find something they do value without forcing others to accept their valuation as gospel.
  3. You're either supporting a fascist state or waging a terrorist war against it. Never seen much neutrality in those options.
  4. Working as intended. The Elite Boss category was added some time after launch so players without builds capable of soloing AVs weren't forced to seek out teams to progress. They're "story mode AVs", intended to provide a challenge slightly above boss (hence Elite Boss), not close to AV level. They're supposed to be a 3 or 4, not an 8.
  5. There's a box in the lower left of the UI which allows you to type words in it, and it even displays what you type for other players to see. "Thank you for your time", for example. "Thanks for putting this together." "We appreciate you doing this." I'm old-fashioned, I believe in expressing gratitude by expressing gratitude. Handing someone a gift card to convey appreciation seems hollow, insincere and materialistic.
  6. The game only shows the heal for Vengeance, so that wouldn't do you any good. Use City of Data. https://cod.uberguy.net/html/power.html?power=pool.leadership.vengeance&at=tanker For most powers, though, you can get the in-game numbers for any archetype without logging in on that specific archetype. Type [Power Name] in the chat box and click it after you hit Enter, or right-click and select Info if you have the power in question, and just change the archetype in the info window (highlighted green in the game).
  7. They're displayed at the top of each archetype page, on the right, but they're collapsed by default. But if you want to put together a separate page, https://cod.uberguy.net/html/modifiers-table.html?mod=default .
  8. We have a streakbreaker that prevents us from missing twice in a row when we're at the hit chance cap, and I still miss three times in a row. Tactics doesn't help, it just mocks me for taking it with the expectation that it would ever do more than suck on my endurance bar like a ten dollar prostitute who hasn't eaten for two days.
  9. Check your firewall, verify that it's allowing your programs through. My only Internet access is via using my phone as a hotspot and I don't have problems connecting or staying connected. The one time I did encounter a problem, it was because my firewall decided to block the game.
  10. You want people to play together as long as they conform to specific team configurations. No-one's going to use that setting and not require every team member to have a self rez power, and at least one team member have an ally/group rez. That means no Trick Arrows, no Force Fields, no this and no that. That's discriminatory and exclusionary, and that's not what this game is about. It's never been what this game is about. It never will be what this game is about. We don't do that here. Period.
  11. I could see this ending well poorly. Denying spots on the team to anyone who doesn't have a rez in their primary or secondary, leaders refusing to run the *F without rezzing defenders/controllers/corruptors on the team, one dude trapping seven teammates in the *F (all of it, not just one mission, and despite not having an ally/group rez himself) while he tries to solo everything and bitching when they quit one by one... Hell, I say do it. The drama would be incredible.
  12. That would permit players to reduce any power's endurance cost to 0. The existing calculation builds in a diminishing return to prevent that so there's always an element of risk (running out of endurance).
  13. Neither is the way regeneration is conveyed to the player, if you're looking for something else to fix. "47.61 HP/s" when the character has 400% regeneration isn't useful because it doesn't inform the player that what it actually means is "5% of your maximum health is restored every 3s". There's no regeneration at all until the unspecified interval elapses. It's an inaccurate expression of the mechanic which misleads the player. It should display time between regeneration ticks, not HP/s.
  14. Haven't seen the latest film, but I can answer this question.
  15. I need to reiterate, this isn't a suggestion, it's not a proposal, it's never going to be part of the game. This is just something to think and talk about. It's far too radical a change. This will never cross a developer desk, I just felt that it was an interesting twist to the existing mechanics which we could examine and speculate about in a "what might have been" way.
  16. Just the opposite, since archetype modifiers would still be in force. Controllers and dominators, since they have inherently higher Ranged/Melee control modifiers, would have the highest base magnitudes and would benefit the most from slotting, and be the only archetypes capable of attaining mag 4. Everyone else would have to be satisfied with mag 3, unless they went completely bananas with enhancements (slotting 6 control enhancements in complete disregard of ED), or used more than 3 enhancements and coupled that with an Alpha which improved the control's magnitude... and if they did that, they'd have to sacrifice other things they value, like damage. And that was the inspiration for the theorycrafting of mag-variable holds. Right now, we're playing a game in which any archetype can perma-mez bosses without sacrificing anything. My Ice/Stone/Earth brute has that option as part of her attack chain (Freezing Touch (slotted with Hecatomb) and Fossilize (slotted with Apocalypse)). There's no trade-off. I believe it could have been done better, that variable magnitude would have resulted in more developer control over control and more real build choices having to be made for characters who crossed over into the threshold of controller/dominator "territory". But I'm also convinced that there's a reason Cryptic did it the way they did. At lower levels, controllers (doms didn't exist at that time) would have had to sacrifice damage entirely in order to use their controls effectively, and that would have impinged on the carved in stone design philosophy of all characters being capable of soloing reasonably well. So even if they were considering this approach, they never would've used it as it was just too detrimental to controllers, at that time.
  17. Pretty certain I recall all -Res being capped at -300%. But that wouldn't be how it would function under this system, anyway. It would never go that high. As I previously stated, it would have a set percentage factored for the base difficulty settings, and a formula which modified it according to the number of targets in the AoE. Using the defender value in this example, that would mean a spawn with three minions would have same current 30% -Res imposed if Melt Armor were used. If the player increases the base difficulty, or joins a team, or just herds up more than one spawn, and uses Melt Armor on a larger number of targets, there would be a corresponding decrease in the -Res percentage. Going the other direction, if the player has only a single target in the AoE, the percentage would be multiplied by a fraction, such as the 1.1 or 1.25 I posited in my last post. A small fraction increase to reflect the variance introduced with the target scaling. 1.1x, or 1.25x, or some other tested and acceptable multiplier of the base percentage, not 16x.
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