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Everything posted by InvaderStych
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The high 90s is possible with substantial over-slotting. Tends mostly tends to happen with dmg and high-end sets. Musculature Core at T4 will push that into the mid 130s tops, if I am remembering the numbers correctly, maybe 140 something in an extreme case. Those partially ignore diminishing returns though; so outside of using the Alpha slot to by-pass ED then Sched A tops out in the 90s, B somewhere in the mid 50s, also requiring substantial over-slotting and also typical in sets when slotting 4-6 pieces. Edit: looks like one can hit 101.3 via 5 slotting VR/Winter sets. There's a lot of tapering off at that point though.
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Circling back to this because if this thread isn't going to die then I'm going to repeat something I've already said in response to sentiments similar to the one expressed in the highlighted text above: No one is responsible for meeting the unspoken expectations of any other person. Full Stop. If one is leading a team, then it is incumbent upon them to speak as to the their plans for leading said team. I've been running the Shard TFs this month, and I always explain we will speed where we can, we will use Port tools between missions, and if one cannot survive on their own to rally on my toon as the main pod for the team. Works a treat. As @Ukase deftly pointed out, if someone was on my Dr. Q. and complained about the group not "sticking together" or not "waiting to herd" I would politely ask them to find another team because there's just no time for a 4 hour task force in my life. The bottom line is this: Communication is Key. If a team leader does not speak their expectations, then no one is to blame for having not met them. If someone "With The Star" approaches leadership with silence and insta-kicks, then they are no leader at all.
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I haven't messed too much with Fold Space; the AoE tank that leaned into it sort of stalled due to my not being able to get over Rad Melee's animations and it felt sort of slow on the (savage/I forget) scrapper that I tried it on. Leveraging it for Soul Drain is on another level though; that sounds like good times. I have, and will continue, to preach upon the altar of Combat Teleport. It's just too good; any single-button bind (I use a mouse thumb button) to "target." The only time I drop Combat Jumping to keep it is if the toon flies. I've gone so far as to drop Hasten on a Blaster in order to keep it, heresy, I know. 😛 Don't care. It's too good for mobility. Combined with binds to find pesky targets (Sappers, *** of Sorrow, etc) and their basically done for. Click on a teammate in trouble, CT to them and save them from the floor. Double Edit: One of my new favorite tricks, though it works better with Burst of Speed because of the longer range, is to select the team mate who has stealth'd or sped their way forward on the map, then port to their location when within range. Click on a trainer or vendor and *bamf.* Also, it tricks NPCs into *sprinting* after you during rescue/kidnap missions. They'll go casual walking pace normally, but something about CT's 100' range makes them want to sprint to catch you. Edit: It does have its limits. Those who are practiced at jousting might find it more cumbersome. Take Shadow Meld, for example, you can move during it's activation, letting you close into melee while it activates. CT you have to wait until it is done activating before you port into melee. Ditto for anyone really good at nuke-jousting... which I guess less of a thing here in scrapper-ville, but ymmv. One more trick to try: If you can hit it fast enough after taking down Carnies you'll port out of their sapper-patch before it activates on you.
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Suggestion: Add 'Back' Option to 'Chest Details'
InvaderStych replied to EmeraldDreams's topic in Suggestions & Feedback
I actually scrapped an alternate costume idea because it wanted some form of graphic on the back of a jacket, *and* picking a graphic on a baseball cap would have been an excellent bonus for that look. Not a big deal, plenty of ways to do plenty of looks. Though if the some form of the this suggestion is technically feasible, seeing it on the "someday roadmap" would be sweet. -
Not on a blaster, but I did briefly cycle through this one while experimenting on one of my scrappers; based on that some thoughts: In general it should work better for an AoE blaster than it did during my brief fiddling about. Are you sure it's not 40% status resistance? Protection is usually expressed in Mag. I ignored this part, was just testing for the mez personally. I feel, in general, this sort of thing works best stacked against an existing source. Interface could also be one of those possible sources ... I think. Spectral perhaps, but I think the chance to immob is pretty low, it also does some neg dmg, so there's that. By itself, for half-uptime, you're likely better off with Assault, unless the status resistance is better than I think it is. IIRC, fully stacked with the slotted buff included Assault Core is worth +85% dmg, which is significant. If you want a second hybrid for durability, either of the melee choices would probably serve that goal more directly than soft controls. Now, I say all that but I do run Gravitic (for the -rech/-spd) Interface on my Fire/Martial because it stacks with Reaction Time, and that works an absolute treat. But that's 100% uptime and stacks with an existing debuff, so ymmv. It's difficult to lay numbers on it, but the enhanced slows on top of the chaos of Rain causing Avoid, it does make a difference in incoming attacks. If you've got yourself setup on beta, it could be worth a run or three to try out.
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Only if it is the "Please, Please Tell Me" Ball.
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Motion has been seconded and brought to the floor, let the voting begin: Yes!
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You have played through The Graveyard Shift then, yes? (or it's Redside counter-part) Running that in-level is quite fun and can be challenging. Even more so before the Zoombies were tuned down from the original version. There is a mission in there with some constant map-wide effects, good times. I do fully support this sort of thing but I also, in my usual, needlessly verbose manner, have some thoughts: Keyes Island is easily the least popular iTrial, in part because of periodic irresistible damage and that damn disintegration beam that absolutely will kill you without some form of massive burst healing in the moment. Though it is also one that requires quite a bit of organization in order to complete, much less badge - so that has an impact as well. I think the thing on this trial people dislike most though is the Time Stop thing. No one likes to be forced into moments of complete powerlessness. In the 19 months since I found HC I think I've seen a Keyes run in LFG once, maybe twice. But there are still many ways to approach these problems: during Live I had a /Regen brute that I made specifically for Keyes' irresistible damage tricks. Because I was kind of personally irritated in the way that iTrials and other content felt "punishing" to melee characters in the moment. I am not making an assertion that was the intent, but I am saying that when mechanics are introduced that are unavoidable, map wide, or "area denial via immediate death" that can make for some "frustrating feels" if they are not handled carefully in their implementation. Did it work? Mostly. For those unfamiliar, Keyes' Green Stuff makes Battle Maiden's "Blue Death Patches" feel like a nice soak in the hot tub after a lovely day of skiing by comparison. Did I still have a button to call out "HELP!! DISINTEGRATING!!" ... ? You can bet your bippy I did, because even with the massive HP bucket and Regen Clicks he still needed outside heals to avoid dying and giving AM a big fat heal. I cannot remember if Regen was given to Brutes before or after Keyes was nerfed though, but I do remember how very difficult the original version was. So it's a fine line to walk, and I'd submit that the recently released arcs (referenced above) demonstrate that the HC team has a decent grasp on that. Cool. Game your Game, Player. There isn't really any one set of levels in this game that I find more enjoyable than another. For me it's the journey of the toon; I rarely take something all the way to the end, but when I do I put a lot of time and effort into how I want it to play when I get there. And I definitely want there to be big, crazy, toon-breaking, soul-crushing, OMG I CANT BELIEVE WE WON challenges waiting for me when I do. And some of the same on the leveling journey along the way is fine with me too. It's because of the word "Trinity." It just doesn't apply in The Cities. First because "Classic Trinity" makes me think (and others I would expect) "Damage, Tank, Heal" which completely discounts two huge parts of this game, Buff/De-Buff and Control. As "tank" can be considered a form of Control (directing the flow of the opponent's damage is a form of control), what we have in this game is a Quad: Control, Buff/De-Buff, Damage, Heal. I suppose since I have been reductionist with Tanking I could argue against myself and reduce "Heal" into "Buff/De-buff" and we're back down to three. But when someone uses the phrase "Classic Trinity" that's not comes to people's mind. I'll leave out what comes to my mind, because it would seem antagonistic, and I don't really want mess up the thread. More, lol. The point is that without being reductionist we have this: Control, Buff/De-Buff, Damage, Tank, Heal. Reductionist Version: Control, Buff/De-Buff, Damage. I suppose that is a whole lot of semantic nonsense, but either categorization gives way to reason #2 that the phase "trinity team" doesn't apply here: Those tools can be brought to bear by wildly different types of teams. You don't need a "Tanker" to tank - see Ill/Rad and Dark/Rad controllers, see Brutes built for survival. You don't need a "Defender" to have heals. Etc, etc, etc ... More to the point, characters here can bring combinations of those tools. Damage toons can carry soft controls, Control toons can Heal. This game is just too flexible for the term "Trinity" as it typically applies in MMOs where uniformity and extreme character specialization are the norm. What we are looking for here is "Diverse Teams" not "Trinity Teams." I know it's a silly, largely semantic thing. But "trinity" is sort of a dirty word around here. 🍻
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Thank you for clarification; however I understand that it is "new content" under discussion and I have highlighted the portions of the clarification which are counter to the phrase "require classic trinity game play." I emphasized the one I feel is more important. "Has significant advantages" =/= "Require." "Cooperation/Team-Work of Different ATs" =/= "Classic Trinity Game Play" No one is stopping anyone from creating "Classic Trinity Teams" to their heart's content. But that is far from the only way to cooperate or to mix ATs and employ team-work. I'm with The Flea on this one - quite in agreement with you in essence, but "requiring classic trinity game play" is a hard no for me. It sounds, however, as though your intent is not a literal application of that phrase. 🍻
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Nope, thank you. For some of us nothing is more boring, sorry and no offense intended, but also not sorry. The beauty of this game is in its flexibility; I'm all for setting challenges and I routinely take my own characters to their various (and admittedly quite humble) breaking points on the regular. I'm looking forward to Hard Mode as much as anyone else. Hell, I'm even hoping for greater diversity in team composition and tactics as a response, but the only way to "require classic trinity play" given the multitude of options available in this game would be to impose arbitrary/artificial mechanics that serve only to penalize player creativity. Does it really matter if 8 top end blasters helmed by 8 hyper-experienced players on voice comms can complete a Hard Mode task at maximum difficulty? That's what's called an outlier. We're not balancing for outliers. If there's an issue with blasters (open to that discussion as I was absolutely shocked the first time I read stats on sustain toggles) that's better left for another thread and probably not the metric we should be measuring by if we think that metric is broken. What about 8 Corrs or 8 Defenders? Is running 4 Controllers and 4 Dominators "classic trinity play" or should that team be penalized for non-conformity? Melee characters can be built with all sorts of lite controls, should those builds be penalized in Hard Mode because a team of 8 melee toons with durability/lite-control focused builds don't conform to some arbitrary "classic" form of game play? What if groups of people want to bust out their Soldiers and Widows to run a full on Arachnos assault on Hard Mode? Where does that fit? Make no mistake; I totally agree that cases of successful runs by the likes listed above (theme teams, super-teams, teams of less than 8, challenge teams, etc) should be the rarest of outliers in Hard Mode on Max, and that the "most accessible" path to victory should be one that encourages a much wider breadth ATs in any given team. But in no way shape manner or form should Hard Mode arbitrarily limit the creativity of players in developing builds and team compositions while approaching these new challenges. Don't forget that we are all, effectively, outliers anyway. Even with my ham-fisted, half-incompetent abilities and wacky, conceptual, and often sub-optimal builds I'm still not representative of "the average player" and I don't really think anyone else in this thread is either. 😉 🍻
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That feeling when you craft the wrong Incarnate component
InvaderStych replied to Without_Pause's topic in General Discussion
I want to say that last year at some point, when this was brought up on the forums, there was a comment that it had been previously reported as bug. I could be mistaken. I'll try some search-fu later and if I don't see it in a thread in Bug Reports, I'll go ahead and fire one up. Edit: First reported in May of 2020. -
It's the end of the world... and then some!
InvaderStych replied to Greycat's topic in General Discussion
... and I feel fine with this for some inexplicable reason. 😉 -
That feeling when you craft the wrong Incarnate component
InvaderStych replied to Without_Pause's topic in General Discussion
Worse: Craft all the way to T4 before realizing that key powers in your sets interfere with the effectiveness of the iPower. To-wit: If you have a source of regen resistance, do NOT take Rebirth Radial, as your resistance will reduce the value of the +regen. I have a /Rad scapper than learned this all too late. -
Apologies if I am misunderstanding the question, but .... .... defense debuffs won't necessarily improve the attack that applies them, they'll apply a -defense effect for a duration of time making subsequent attacks more likely to land. So, imo, the question is less about the effectiveness for that power in a vacuum, but a combination of where it falls in your attack routine and the base values for dmg and debuff. If it's low dmg/high debuff, leverage that, if the opposite ... well, do the opposite. 100% depends on the power. Enhancing a 5% defense debuff isn't as effective as enhancing a 20% defense debuff in terms of "gameplay effectiveness" or "slot opportunity cost." I'm not well versed enough in the underlying math to give you anything in concrete numbers though, but there's a "percentage of a percentage" sort-of-kind-f-thing happening in there someplace. For example, I rarely enhance combat jumping for defense, except incidentally to get set bonuses, because the base value is so low that the enhancements are only netting < 2% difference in total defense.
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Looks like they've gone through a few of the AT forums trashing each in turn. Still waiting for them to come on down to Scrapper-Town with that noise. 🤣
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"Don't make me make you defeat me; you wouldn't like me when I'm defeated."
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Paragon Dance Party deserves an update.
InvaderStych replied to Azari's topic in Suggestions & Feedback
Someone forgot the first rule of Monkey Fight Club. 😄 -
Gin Wigmore - Kill Of The Night
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Scroobius Pip; w/ P.O.S. and Sage Francis - Let 'Em Come ... listed the artists in verse order ...
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Clarion Radial "secondary Effects boost"
InvaderStych replied to Papaschtroumpf's topic in General Discussion
Yup. Good note for most of the iPower choices. Though I've yet to find a reason to carry 2 different Musc's. On Scrappers, for example, I like to carry both Melee and Assault Hybrids and swap to the former if I'm looking to be extra-durable while the latter is the default. To a lesser degree, this is a good tip for Interface as well. I've not intentionally build different Destiny options, though I do have one Scrapper that got to T4 Rebirth before I realized that it doesn't play nice with the regen resistance in Rad Armor. 🤣 Edit: At the risk of further stating the obvious; speed debuffs in Clarion Radial look to me movement only, not -rech. I suspect for similar reasons cited above regarding -/+dmg. -
Lifestyles of the Rich and (In)Famous - what would you do?
InvaderStych replied to ThaOGDreamWeaver's topic in Off-Topic
Thank you for this. I needed to read something like this. I want to live in this world. -
Clarion Radial "secondary Effects boost"
InvaderStych replied to Papaschtroumpf's topic in General Discussion
FWIW: It looks to be a great fit for /Martial. Did a little more experimenting. Burst of Speed's already considerable range is boosted by quite a bit. Normally I can hit something about 72 yards away (there was some variance, 72-75 yards seemed to work, which is over the base range of 200', but I think I have some range bonuses in the build someplace), after activating CR T4 I could successfully use BoS from 125 yards. Since Inner Will can cover the "gap" it all just sort of lines up. Probably stating the obvious with the range thing. I still cannot tell if it is impacting -spd in Reaction time, but it probably does if it is supposed to. -
Clarion Radial "secondary Effects boost"
InvaderStych replied to Papaschtroumpf's topic in General Discussion
Yeah, Yeah, I know. Necromancy at work. Seems to make more sense than starting another thread about the same thing. 😉 It appears that neither Clarion Radial nor Power Boost affect "Slow" or is that part of "RunSpeed." (Edit: Ignore this terrible sentence, the crux of the question is below, and looks to be a yes.) The +Absorb from Martial Combat: Reaction Time definitely sees a boost from Clarion, but I can't tell if the speed debuff is being boosted or not. From CoD: Is RunningSpeed the same thing as "Slow Movement?" -
Can't get on to Brainstorm
InvaderStych replied to Globalize's topic in [Open Beta] Bug Report Archive
I had the same problem earlier this morning. Took it "as a hint" to switch from Tequila to the new Launcher and so I did. Possibly coincidental but the change-over solved the error and I could login to Brainstorm.