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Naraka

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Posts posted by Naraka

  1. 14 minutes ago, Bill Z Bubba said:

     

    Counterpoint: The other sets are managing to survive withOUT those T9s rather than it being an absolutely necessary tool for survival. And then to add in T5 pool powers ... hell, you might as well be building a blaster.

    Counter counter point: most find those tier 9s *detrimental* to their play and want them changed so they can use them.

    • Thumbs Up 1
  2. Since we're all presenting our concluding arguments:

     

    I'm not against buffing Regen but I'm against power creep. If buffs for Regen are needed, it should be aimed more at utility than raw effectiveness which is why I agree with those that suggest adding debuff res to the set. Most say to -regen and -rech but I'd go full hog and give the set a moderate amount of res to most debuffs to include -def, -ToHit, -move, ect. The set really doesn't need a bunch more sustain, it just needs the ability to rebound quickly no matter what is thrown at it.

     

    Lastly, if Sent Regen is much better, good for them. Same goes for Elec melee for Stalker or Fiery Aura for Brute etc etc. It's a good thing some sets are different or better for different ATs. More replayability.

    • Thumbs Up 3
  3. 12 minutes ago, Replacement said:

    Power creep is only really attained if it adds to the top.  E.g. making Empathy as good as Nature isn't power creep since you can only have one Support set on your character.  That's just diversity.

     

     

    Buffing the melee attack sets (pick any) in conjunction with buffing Regen would then qualify as power creep by your definition then 

  4. 1 hour ago, Solarverse said:

    I for one am just at complete disbelief that anyone would even defend the set, which makes fighting for a change for the set that much more discouraging. It's like, if we can't even agree that Regen is hurting, then there is literally nothing in this game that people can agree on. Not one single damn thing, and if we have to argue our case against Regen, that gives little hope at all for anything else in game that may need work. So at this point, I'm taking off the gloves and walking out of the ring. It's just not worth the effort. In other words, you win, my man.

     

     

     

    Well, to state my opinion on the matter, I'm also in utter disbelief people don't see how ridiculous they sound that they can't be made even more utterly unkillable and continue to ask for more, not only equally broken for every set but also more braindead in the process.

     

    Even more crazy, we all do agree how broken it is but that broken-ness is defended. Further still, those that would rather defend the status quo instead of pushing to make everyone broken, we're gaslit, as if that perspective is ludicrous? Yeah, it's pretty wild...

  5. 2 hours ago, Bill Z Bubba said:

    I had a much longer post... but it's just going round and round. Like regen? Use it. Play it. Enjoy it. Ignore the rest of us constantly giggling at all the hoops you have to jump through just to avoid faceplanting.

    Well, if you're giggling in a manner that could be noticable by anyone, then who's the problem here?

  6. 2 hours ago, Solarverse said:

     

    Except the defense of Regen is often hyperbole in itself when people are using their ubber elite IO builds to defend the set. So there is plenty of hyperbole to go around it would seem.

    No one compares Regen without IOs to other sets without IOs because no one cares for the circumstances of fights that are that far below standard play.

     

    If we're keeping this a buck fiddy, SR without IOs and a special build to maximize the broken-ness of stacked def and over abundance of def, is actually not very good. If it's not Tanker and it's in any of the circumstances leading up to lv50 or foes that hinder SR by exploiting weaknesses, you're in for a bad time.

     

    It's only when you start looking at the over fluffed sets (Bio, Rad and the like) do you start to approach your perspective and that works more as evidence those sets need toning down.

     

    I don't think the defense of Regen is all hyperbole but rather it's the offense used against Regen (i.e basically calculating it's effectiveness by letting a bot pilot /Regen) that is hyperbole. 

     

    Long story short, Regen does have the tools to never lose a fight... You just have to cut the fight short enough to fit in the window of Regen's tool. 

     

    And if you retort by saying all armor sets have a tool to never lose a fight, I'd reply with, how often do you take *AND USE* those tier 9s of those other armor sets.

  7. 37 minutes ago, arcane said:

    The idea of a Shuriken nuke sounds a bit silly. I’d recommend y’all just play Martial Doms and make all ranged builds...

     

    My no-kicks Earth/Martial/Fire sates my need for shurikens.

    The concept of "tier 9 nuke" is mostly a player term and doesn't actually reflect a literal nuke in effect or range. It's mostly just "flashier AoE".

     

    That said, technically there is no set rule that the tier 9 has to be the biggest, flashiest of attacks. The tier 9 could be single target and a set's mechanics could make up for that in some way. The only thing that would limit mixing around these conventions is player expectations.

     

    As for a range-only Dom, I have one (dark/martial) and it's fun but it's no blaster.

  8. 5 hours ago, gamingglen said:

    This is all malarky anyway.  If you really wanted to apply real world morality and physics to the game then every zone would look like Boomtown: demolished with all the AOE powers going off as well as all the missed shots. When you miss with that energy beam where does it go? And there would be no one walking the streets except those with mediport privileges. 

     

    Just play the GAME.  'nuff said.

     

    (hah!)

     

    That would make the game 10x better and 30x more frustrating for team play but 5x more balanced as it would require reserved use of AoEs and an emphasis on single target.

  9. 1 hour ago, UltraAlt said:

    Villains are always complaining, whining, and putting down heroes.

     

    I wonder why that is.

     

    They can't seem to get teams together.

    They don't want helpful ideas so they can get teams together.

    They like to complain and put down other people all the time.

    They dis on heroes because they want to be a popular as heroes.

     

    Heroes rock.

    Villains complain.

     

    Yes, let the hate flow through you...

    • Like 3
    • Haha 4
    • Confused 1
  10. 50 minutes ago, Solarverse said:

     

    That is wild indeed, considering I have yet to witness anyone with Regen as their secondary. Kind of blows my mind really. However, I will say this, is it feasible that people are power-leveling to 50, finding out how horrible it is and not playing them? So now they are just level 50 Regen Scrappers being shelved? I wish we had a time played chart rather than a chart that shows how many exist.

    Inevitable. How many players get a level 50 and then constantly play that lvl 50 nearly every login? It will get less and less the more 50s you get. It should be seen as common or even encouraged to shelve a character when a player finds a new flavor-of-the-week. It's bad enough players might get bored or burnt out so I wouldn't encourage too much to linger in "end game" unless tackling certain challenges like solo TFs, RP builds, badge collection, ect, most of which might actually benefit from a lower powered armor set as you're deliberately trying to challenge yourself.

  11. Devil's Advocate here:

     

    Why is it, when you've got your assault rifle in hand and you're on a team with 6 other costumed dispensers of violence and you start blasting, those other teammates never get touched by any of your bullets but the enemies are?

     

    Taking that into account, I'd say there's some kind of super control/aiming going on that results in non-lethal outcomes. Exactly how? It will depend on the user of the gun but it somehow works out.

     

    Contrary argument aside, I'd normally be right along with the OP calling heroes murderers lol

    • Haha 1
  12. So Shocked is like the Mana-burned pitch I put out a while back? I'm pretty sure other posters had similar ideas though.

     

    Concerned simply upping the damage might end up screwing balance even more but at least elec blast needed it. If anything, is probably go a tad bit more radical with it and make the set kind of 2-mode style where you have the END efficient mode with decent AoE/ static build and jump procs while you have voltaic sentinel toggled then the "Mana-burned" Shock damage procs mode is when voltaic sentinel is off and your single target blasts are proccing lots of damage, doesn't return END and actually costs you more END in the long run.

     

    FYI, haven't logged in to try it out, just commenting on the notes seeming like a big buff without a cost attached.

  13. Endurance economy is a bit out of whack across the board, really.

     

    Most ATs can completely alleviate END with various tools OR just slotted out powers to make them more economical when used in conjunction with Stamina, IO uniques and inspirations...even MM.

     

    That being said, if we're throwing out some suggestions, I'd recommend having Assault mode grant a moderate +END discount per pet in attack mode (i.e. not bodyguard mode) to give that kind of tactic an advantage.  Maybe also a +pet buff every time you use an attack to offensive pets (the ones not set to defensive) would be a kind of compromise here.  When picking a build for my MM, your overall animation time is a factor since some secondaries require a lot more button presses than others.  Adding more variables to the mix (putting some of your pets on offense to make your attacks cheaper, switching to bodyguard mode to turtle up, popping big cooldowns so you can set all your pets on offense and max out damage, etc) I'd welcome since the standard play of MM can get rather repetitive and boring. 

  14. 22 hours ago, golstat2003 said:

     

    I play both this game and FFXIV.

     

    When I want to have fun just mindless running through mobs and living out the superhero power fantasy (especially after a long day of IT QA, where you most assuredly CANNOT do things mindlessly), I come here.

     

    When I want a more modern mmo approach (where I have to move in certain ways to avoid certain bad actions --pre-moving or moving just in time or pattern versus the "yellow" markings on the floor that indicate a big bosses major attack is about to land; or do a series of actions to end an encounter faster--for instance BLM rotation to get max dps) I play FFXIV.

     

    Sometimes you want the fun of complexity (FFXIV / WoW encounters). Sometimes you want the fun of simplicity. (COH / Genshin Impact)

     

    EDIT: For those who don't know BLM, is Black Mage in FFXIV (arguably the job with the highest potential dps in the game), and there are certain rotations you have to get down (with appropriate level of spell speed) to maximize the dps that BLM can do. Thankfully there are no dps meters unlike WoW, so you have much room to learn without folks yelling at you when you get it wrong :p)

     

    Like I said, I find learning, discovery, improving and figuring out problems to be fun.  Personally, I don't equate superhero power fantasy to "mindless" and if it starts getting mindless, I likely have to roll a more challenging character or figure out a more complex concept.  But hey, to each their own.

     

    Having more mundane tasks or combat is obviously an option that I participate in too, which is why I don't mind turning down my difficulty if I'm just rolling through a story to read vs keeping the difficulty to a static setting.  FFXIV also has simplicity, btw.  Fates, normal quests, leveling up different jobs, lower level dungeons, crafting, etc.  Now if you're talking about a complex game with no chill, Blade & Soul would be my candidate.  Getting back into the muscle memory of a class is hard enough but anything that has drops worth anything requires effort to beat and you can't just mindlessly button mash and the only thing to do in that game is farm and PvP (although that scene is died down tremendously).

     

    I think breaking them up into complex and simple is mostly an appeasement perspective, though, because a game can still have simplistic gameplay and be extremely complex.  For example: FFXI's gameplay and flow.  CoX has complex mechanics as well, from the perspective of a newer player.  Basically, there's not really an excuse to labeling something as simplistic unless that was the goal from the outset and I don't think CoX was made to be simple or mindless.

     

    But then I'm not blaming CoX for being simple or chastising it from being mindless.  I play multiple games so I don't get too cemented in familiarity.  Coming back to a game that I hadn't played in months or years can feel like a learning experience in itself which is part of my fun.

  15. 1 hour ago, skoryy said:

     

    This is from the PPM spreadsheet, if it'll help:


     

     

    Funny that, the procs that I have the least knowledge of how they function (the various ATOs) are the ones with the least info on that spreadsheet.

  16. 37 minutes ago, plainguy said:

    It would be great if you could just say these are the procs or issues we are having an issue with certain load out of procs..  Then the player base will have something to work from. Right now just seems like a lot of guessing. 

    Or just post one proc at a time or combo at a time and let the player base give suggestions on those and then move onto the next, otherwise it will be a million post on different procs in one thread. 

     

     

     

    Seems a tad demanding.

     

    I took the post as a bit of advice to help the discussion because, at least from my perspective, I'm not nor have I ever been that interested in what procs the devs intend to look into but rather what ideas could be gleaned from other players' opinions and interactions with the various procs and slotting choices.  Some are so laser focused on being the individual to "solve" the "problem", they stifle discussion and don't look outside of their bubble.

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  17. On 7/22/2021 at 9:36 PM, Blackbird71 said:

     

    Seriously, if your idea of fun is so tenuous that any past enjoyment could be instantly nullified and become retroactively unfun because of some prospective future event, and if that dampens your ability to enjoy the game in the present, then you're in the wrong hobby.

     

    Big "payoff" moments are great, but when you're gaming in a medium that could be (and has been) cancelled at any time, then if you can't enjoy the journey for the steps along the way then you will always be disappointed in the end, and you will never have fun, so best not to waste your time now.

     

    I'm not trying to be mean or judgmental here; just offering some advice that is hopefully helpful.

     

    I like to attribute this to the prolific "critic culture" we have that is so rampant. Everyone is so hellbent on rating everything, a 7 out of 10, four starts, 44%, S-rank, ect.  The individual aspects start to only ever matter as a part of the whole.

     

    Not crapping on critics, as they provide a service to the indecisive, but everyone doesn't need to be a critic lol. You can enjoy some stuff, not like other stuff and go about your day. You don't have to question your present cognitive dissonance on the quality of everything constantly. 

     

    FYI, I'm agreeing with the quoted post there. Sometimes, people are far more critical than necessary maybe because the entertainment and luxury industries have asked us to be but if we're being frank, needing everything to climax to some "payoff" to be enjoyable is an illusion as reality often doesn't confirm to that outcome.

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  18. I find fun in many ways (from bouncing around random ideas, to creating some obtuse concept character and picking powers/using powers to play out that concept) but a probably unique amount of fun I get is from solving puzzles without being handed the solution.

     

    In the context of this game, it's more or less approaching combat or teams and then adapting to the situation to fit in or understand how to best take down a target/group or to understand the mechanisms of how the enemy fights. In most games, it's learning about a class/job/powerset through observation and trial/error, even some of the minutiae of weaker aspects of a game's mechanics that are often skipped or deemed as useless. Because doing so might give insight on how something was designed and overall purpose or concept. It also gives a wider perspective on various ideas to improve certain aspects of a game and it's mechanics.

     

    In games, we can afford to make mistakes and solve problems through trial and error, unlike in real life. I feel part of that prerogative is rarely exercised in gaming or not respected so the amount of enjoyment players could get from accomplishing things becomes muted. 

     

    Being among the newbies migrating to FFXIV, I find the opportunity for solving the complexities of the encounters as well as the complexities of your own job is alive and well partly to do with players respecting that sense of discovery and problem solving. 

    • Like 1
  19. 12 hours ago, Hew said:

    Thats an ultra ultra ultra shitty sword if you could a. break it, and/or b. break it over your knee so casually. Clearly this was a tv show made by people with no experience in metal! Hahahah

     

    Going by Onepiece logic: the higher the rank, the more powerful you are.  The guy was obviously a beast who could crack a horse's spine with a swift knee.

    • Haha 1
  20. 19 hours ago, Lazarillo said:

    Brutes (and whatever else) already have a chainsaw set, though, via BS, Katana, or Titan Weapons.  Or Dual Blades if one Chainsaw isn't enough.

     

    It's not unheard of to create multiple sets for what is effectively the same kind of damage or even concept.  Examples:

     

    Martial Arts vs Street Justice

    Energy Blast vs Beam Rifle

    Claws vs Savage Melee

     

    The most important thing to differentiate them is through their power effects and unique mechanics.  For this set, I'd probably aim for DoT.  Not particularly bleeding but literally damage over the duration of the attack.  The OP mention the set being slow and I'd contrast that with the effects activating super quick but the animations being on the slower side that cause damage over the bulk of the whole animation time, think Freezing Touch mixed with Energy Transfer.  That could also differentiate it from any of those sets that have chainsaw customization, this one being a heavy DoT lethal set.

     

    [EDIT]Now that I think about it, that was one of the reasons I liked Dark Melee's Shadow Maul so much.  It's also a heavy DoT over a longer animation...but they shortened the animation quite a bit and lowered the damage (to increase the cone) so it's more meh.  I don't think the whole set would be Shadow Maul length animations (especially if you have 2-3 longish animating attacks) but I'd definitely enjoy a longish shredding tier 9.

  21. 5 hours ago, oedipus_tex said:

     

    There's probably a few others I'm not thinking of right now. You could be more general and just say "Anything not an ATO that mezzes or casts an effect on the user." 

     

    Probably some Controllers will yelp at Lockdown being removed from PPM but the reason for that is their AoE Hold is really weak and IMO needs addressing in a different way.

     

    Note that self-healing procs were already nerfed in their own way and probably don't need to be reined in a second time.

     

    The -END proc in ranged I'd probably alter too.  Give it 2 components:

    1. A base chance of -END (you could rebalance it so if it's a lower chance, like 15%, give it a hefty amount of -END so it's super obvious when it procs...or give it a moderate -END but with a high % chance so you could consistently slot it in several ranged attacks to potentially stack with other sapping powers)
    2. An always proccing self +END.

    This gives you a bit more options in how you could slot it, like for an electric blast getting a possible payoff by having more of these slotted in ST ranged attacks, it just grants more surgical sapping potential...then there's also the option of just putting it in a super cheap ranged attack that could give us non-min/max players an attack that nets more END than it spends for just a bit of extra END management.

     

    Frankly, going in, case by case, and altering various procs to function differently is similar to how powersets have different mechanics that you utilize to maximize the set's performance.  Making procs function differently instead of almost all relying on very similar mechanics could open up a lot of fun and interesting interactions.

    • Thanks 1
  22. 3 hours ago, oedipus_tex said:

    IMO Control itself isn't bad, it's Control classes (at least some of iterations of them) that struggle.

     

    I just a built a Plant/Trick Arrow that is A-Tier, almost S-Tier, so I don't disrespect what Control can bring.

     

    However, directly related to the discussion about procs, it's hard to make myself play a midling average damage Dominator when I could throw a Hold proc on a Blaster and still get hold bosses.

     

    It's that exact reason above that I do not want to see a +Mag Stun proc. The Hold and Confuse ones step hard into Dominator turf already. Of course maybe Dominators just need a buff. 

     

    One of my initial proposals in the thread assumed at making new kinds of "procs" to form build around rather than focusing on just PPM. 

     

    Like, for the stun IO that does KB, why not change it to an AoE KD around the stunned target if the attack it's slotted in stuns the target. If it has an ICD, slotting it in an AoE sun would still net you a good few stationary targets since it could spread, basically. As for more procs that can mez, you might be able to leverage some AoE low mag mez (probably not more hold out soon stacking but rather fear and immob) with different parameters to proc so it's not simply going to make a mez proc-cloud it of something.

     

    The name of the game is, don't put all your eggs in one basket(PPM) because that makes it easier to fill up on egg salad for every meal.

  23. 1 hour ago, SwitchFade said:

    It's been lamented on that blaster electric leaves much to be desired when compared to sentinel, functionally. While blaster damage may be higher AoE, the dev team did a wonderful job reworking sentinel elec powers. By far, for fluidity, function and set up, the sentinel version of elec is the best elec version, this version should be ported to Blasty.

     

     

     

    I'd argue that is why it shouldn't be ported. That could have been a stronger balancing point to make blaster AoE damage greater than its blasting counterparts but only shoring up ST by using melee and give the ST blasting edge to Sent (but no one cares about ST anyway). Rebalance all sets around that mentality.

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