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Grindingsucks

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Posts posted by Grindingsucks

  1. 2 hours ago, Tyrannical said:

    This "fix" seems more like a performance tweak for solo play.

     

    And considering support classes are supposed to... support, well this very much defeats the point. Your 'personal protection' so to speak is the teammates you empower, who are better able to deal damage or hold aggro than you are. You can increase your own survivability by simply picking any of the resist/defense powers in your ancillary, or other power pools.

     

    Playing a support who can defend himself just as much as his allies flies in the face of what a support is meant to be. If you want to play a class that can stand toe to toe with difficult mobs, and still provide a little support, then play Sentinel, Tanker or any of the Epic Archetypes. That, or come up with a build that focuses on maximising what protective powers are already available to you.

     

    So I dont think support classes "need help", they do the job they were made for very much as intended, and their ancillary/pool powers, incarnate abilities and enhancement sets help do the rest.

     

     

     

    So, the support characters "minions" are their protection.  I like your logic!  😁👍

     

    That really has sort of always been my feeling on the topic, from a personal perspective.  Support classes either empower the team, debuff the enemy, or some combination of the two.  Then the other team members leverage this advantage to clean house, while the support character looks on, nods to themselves in satisfaction, and murmurs... "Well done, my children...":classic_biggrin:

     

    • Like 4
  2. 4 hours ago, Ukase said:

    I have always used power slide over sprint. The way these characters run is so...well, it looks like they have a full diaper. It's just ridiculous to see. The slide is vastly better for me. I will never use sprint if I can help it. 

    I initially settled out of sprint because of the ridiculous ninja run stance for levels 1-3. Slide/sprint are too slow. Ninja Run is faster, but stacked with slide, it's slightly better. So I stack them for extra speed, and to avoid that stupid look from Ninja run. (before the previous patch that lets you change it)
    There's not much in the game that looks...well more stupid than ninja run - to me. I get that we're all different and some folks hate on the prestige power slide, Knock yourselves out, I'm still going to use it. 

     

    Okay, so you don't like the stance animation.  I can grok that, actually.  Thanks for the clarification.  👍 

  3. Okay, Team- a couple of updates.  Firstly, we have a Discord!  I'm not entirely sure I have permissions set correctly (I've never set up a Discord before) and you may think of some channels you would like added that didn't occur to me when setting things up.  If so, feel free to suggest them in the feedback and suggestions channel.  Anyways, here's the link:

     

    https://discord.gg/Q6vcHX9A

     

    Also, I'm getting "Pretty" close to finishing up the base.  Today, I got the living quarters blocked out with 24 different rooms.  If you would like to have onsite living quarters, let me know and I can assign a room to your character.  The only thing I ask is that we limit it to one room per player, so specify which character you want to be assigned when making the request.  These will necessarily be on a first come, first serve basis.  I can decorate them at your request or even temporarily change base permissions to do it yourself, if you prefer.

     

    Some of you may prefer to have your own, off-site base.  That's perfectly fine too.  All of my characters will have their own bases (mostly b/c I'm addicted to base building. lol).  If any of you are friends online, you could bunk up as roomies too, if you prefer.  Just let me know.  👍

     

    P.S.  As I said, I'm a total noob at making a Discord, so if any more experienced members see anything that needs changed/fixed/tweaked, please don't hesitate to let me know.  Thanks! 🙂

  4. @Taboo

     

    Getting hit has always been the way that I knew that my stealth has disengaged.  Once I play with a stealth toon for 2 or 3 missions, I have a pretty good idea of how close I can get to a mob without triggering their perception.  Not really sure how that particular thing is a big deal.

     

    Now, the defense being removed from afterburner- it's incredibly easy to hit defense softcap and beyond.  I've done it multiple times and never used Afterburner to get the job done.  Maybe, as you suggested, that's a PvP thing, but I don't know why anyone would have afterburner toggled on during combat during a PvE mission.

     

    Leadership suppressing defense.... I "think" it's been mentioned that this is a bug that will be addressed and fixed in the near future (if I misunderstood that, feel free to correct me, anyone).

     

     

    • Like 2
  5. 1 hour ago, Taboo said:

    Lots of amazesauce in page 2. LOTS. Plenty to like. Some head scratchers, and some wiffs.

     

    You a scrapper who utilized epics snipes.. so sorry.

    You a scrapper who utilized invisibility or afterburner.. oops.

    Hey PvP got quite a bit of attention the past two big 'patches' but the market still has a couple nasty bugs.. priorities fools!

     

    Luckily Respecs are easily acquired.

    The snipes... yeah, okay.  I can grok why some people might be a little bit bummed about the changes.

     

    But help me understand why invisibility or afterburner are less usable/effective now- because I just don't get it.  🤔  

    • Like 2
  6. 12 minutes ago, arcane said:

    “It’s broken so no harm in breaking it more” is a fundamentally bad argument on principle IMO that I will never support.

     

    I hear you.  And, personally, being support roles- I don't think they need the buff- although I HAVE often wished that there were some way to tag mez effects as being specific to certain power sets (or, vise-versa, actually).  Controllers, especially, I feel really ought to be protected from mez effects cause by attacks related to their primary.  Some examples:

     

    Darkness controllers:  Protection from fear and hold effects generated by dark/negative nrgy based powers.

    Earth controller: Protection from knockdown, hold, etc. from Earth-based powers.

    Electric controller: Protection from stuns and endurance drains from electricity powers.

     

    And so on.  It just never made sense to me that a someone who's schtick is controlling gravity should be as vulnerable to being immobilized/slowed/held by increased gravity, since they control gravity themselves.  Obviously, the problem may be that it's too complicated/difficult (impossible?) to tweak the code to filter mez effects by power source.  It would be a logical buff though, and not one that is too potent, imo.

     

     

    Anyway, I don't main a support AT but, if I did, I can sort of understand why people that do might feel a bit disgruntled that combat ATs have been getting buffs, while they've been passed over.

     

    What really NEEDS to happen is across the board nerfs to AT's, enhancement sets, incarnate powers, and so forth.  But, as I've pointed out in other topics, this is not realistic, because 1) The player base would riot and 2) It's a huge amount of work for a small development team.

     

    It would be more practical to bring all AT's to parity by giving them a few relevant buffs, then boosting the enemies by adding additional difficulty levels to the notoriety dial, creating new (stronger) enemies, and implementing more difficult mission content.

    • Like 1
  7. 46 minutes ago, EmperorSteele said:

    So basically you want some new TFs balanced around incarnates and Sets instead of just SOs?

     

    I'm game for that 😃

     

    Heck, I'll even take Incarnate-boosted versions of the current endgame TFs (they'd be optional, of course)!

     

    Sign me up for that. 👆  We need it badly for high-lvl team play. 

     

    The devs have given some indications they're interested in having a go at the Coming Storm arc that was teased before live went down.  If they do, I have some hope that we might get a little of what we're asking for here.

  8. 4 hours ago, Luminara said:

     

    Support archetypes have been strictly constrained by multiple restrictions devised to complement toggle mutual exclusivity and promote teaming (low HP, low damage, ally-only buffs, vulnerability to mez, lack of suppression on their non-damaging debuff/control toggles) since the day the game launched, and power creep is not only here, but has increased with every Issue from release to now.  Every other archetype has been buffed, improved and upgraded over the years, culminating in tankers engaging brutes in dick measuring contests, but not the support archetypes, not in the same ways the rest have.  They're still restricted to pre-creep rules and forced to play ten times as hard, because "it keeps power creep from becoming a problem".

     

    Instead of kicking support archetypes in the teeth over and over again, blaming them for power creep or holding them back in a mistaken belief that doing so restrains power creep, address the power creep itself by bringing these archetypes up to a point of parity with other archetypes so we can see what's actually causing problems in the game and deal with those problems properly.  Make all non-damaging toggles suppress, rather than drop, including debuff/control toggles (if click debuff/controls like Flash Arrow and PGA aren't overpowered, then suppressed toggles wouldn't be).  Remove the ally-only flag on click buffs, or make them caster-affecting PBAoEs/AoEs.  Support archetypes aren't going to crash the servers if they can self-buff or skip a few seconds of animation time every spawn, they're still restricted by low HP, low damage scalars, low damage caps and lack of status protection comparable to other archetypes.  The game didn't collapse when toggle mutual exclusivity was abolished and tankers/scrappers received a huge buff simply by being allowed to use multiple toggle buffs simultaneously.  Nothing was ruined when blasters were given the ability to use their T1/T2 attacks while mezzed.  The world didn't end when Containment gave controllers 2x damage.  Tankers being bumped up to solid damage output and unparalleled AoE more recently hasn't destroyed anything.  None of the improvements to non-support archetypes have made the game worse.  So allowing support archetypes to move forward with the rest of the game isn't promoting power creep, it's promoting equality.

     

    Power creep has been here since the game was released, it's going to be here until we're all in our graves and Co* is a footnote in gaming history, and given the massive restrictions imposed on support archetypes, it's clearly not their fault, so why don't we stop abusing them and start treating them like the valued members of the game that they're supposed to be so we can get on with the business of fixing real problems?

     

    You know... I do loathe power creep, but I have to concede that you've got some valid points here.  I don't know that bringing support AT's to parity would shed any light on what is causing the power creep problem, but I suppose some minor tweaks to that end, really can't break anything much more than it's already broken.

     

     

  9. Well, it's not unusable (I've used it solo, myself), but it is less than desirable.  Personal force field is a fantastic defense power, for example, but you can't attack with it on.  That's darned inconvenient when you're playing alone.  😛

     

    To some extent, this is true with most Controllers/Defenders, as these were meant to function as support classes on teams, as opposed to lone-rangering it solo.  When you use a support class for this, you really are trying to pound a square peg into a round hole.  With enough determination, you can do it.  But the process and result is not going to be (probably) as satisfying as a dedicated combat AT, unless you're a very patient person.

     

    On the other hand, if you are patient and tactical minded, enjoy a challenge, and prefer playing alone, controllers and defenders may be the perfect choice for you.  

    • Like 2
  10. 4 hours ago, BjorJlen said:

     

       Ok, this is the first time i have heard that. controllers are essentially superfluous in end-game content??? God i hope not, as i have grown to love controllers a lot nowdays.

     

       And FF/Arch huh? I may just gave to try that combination out @Hardboiled Hero. I can just see my battlecry now... "Society sucks, and I can't win!" lol 😋

     

    Well, the thing is, when combat AT's defenses are so high that they almost never get hit and their dps is so high because of dmg bonus from enhancements and high recharge from Hasten +LotG, a team of such characters often melt any opposition before the controllers even get a chance to lock much of anything down.

     

    Likewise, buffs are swell but when you're already soft/hard capped on all relevant defenses and resists, what's the real benefit at that point?  Becoming even more unbeatable than you already are, I guess. 🤷‍♂️ 

     

    Now, if you just play solo, there's no problem.  Play remains challenging and fun for most any solo character, so long as you keep the notoriety dialed up.

  11. Okay, so having now tested fly and mystic flight, I have to say that this is even better than I expected (and I had high hopes for the movement changes, after the combat teleport update).

     

    Being able to hover around at more than a snails pace is awesome.  Being able to Translocate without the hangtime is even more awesome.  Can't wait to try out superspeed!  👍

    • Like 1
  12. 13 hours ago, Apparition said:

     

     

    It's not just mid-level teams.  I've seen it a lot, and I do mean A LOT on Tinpex TFs.  I don't mean between the Apex and Tin Mage TFs either.  I mean people just DCing or quitting while on a mission.  I don't get it.  I understand that people may have time constraints, but don't sign up for the TF/SF/Trial then in the first place.

     

    I've been playing on another shard the past couple of weeks just to compare, and I haven't seen it there, which only strengthens my suspicion it's due to the extremely heavy farm culture on the Excelsior shard.  It's taught newbies to the game to play the entire game like it's a danged farm.

     

    It could be first timers rage-quitting in frustration over these two abominably designed TFs.  If they knew about the "orbital lance" or "blue death" cheese, they probably wouldn't have joined in the first place.

     

    Still not cool to skip out in the middle of the TF without so much as a fare-the-well, though.  Sorry you had to deal with that.

    • Like 1
  13. 14 hours ago, Hardboiled Hero said:

    Forcefields is the worst set in the game.  It's basically like your character is only playing the game with one powerset.  Not only can you not use the powers on yourself, but your also buffing a stat that most people soft-cap anyway (You know, in case they have to play without a Bubbler in their team on occasion).  They can be fun/good while leveling in a team, but other than that they're completely worthless.

     

      I suppose you combine that with something like Archery and you could get a laughably poor Defender or Corruptor. 

     

    I have a different view.  I would say that power creep that has allowed almost every AT to effectively softcap defense, has ruined much of the utility of the force field set. 

     

    The same effect can be attributed to the feeling that controllers are essentially superfluous in end-game content.

    • Like 3
  14. I've never achieved softcap on any of my blasters and they all perform very well at +4/8.  Same with my controllers.  I haven't played Defenders or Corrupters enough to be certain if that's true with those ATs, but I suspect that it is.

     

    I've never really understood why players are so obsessed with over-tuning characters, in a game that just isn't that difficult.  Maybe it's a legacy from live, before they implemented IO sets, incarnates, and what not, and you needed to think that way to get anywhere in the game?  🤷‍♂️

     

    I concentrate on defense when running Super Reflexes toons (one of my favorite armor sets).  When I do that, I chase hardcap and often overtune to compensate for defense debuffs.  On the other hand, I rarely spend much time investing in resist on my SR characters.  This is more in theme with the set (IMO, it's about avoiding the damage- not soaking it up- superman analogues not withstanding) and makes it more exciting to play.  You almost never get hit- but if you do- BAM!

     

    Keeps me on my toes.  😁👍

    • Like 1
  15. Attempted to solo an ITF for the first time, last night.  Thought I might be able to do it, set at -1 notoriety.  

     

    I did not succeed.

     

    It turns out, that a lvl 35 fire/regen Sentinel and Requiem are essentially an even match.  After blasting each other with flame and dark energy for about about an hour and a half (basically no damage to either one of us), I offered a cease fire if Requiem would take a picture of me in one of their swanky doom mechs.  Surprisingly, he agreed!  😁

     

    MechHead.thumb.PNG.223580163c4192a10a9e1ba31ddb56d4.PNG

    • Like 1
    • Haha 5
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