The Character Copy service for Beta is currently unavailable
×

Naraka
Members-
Posts
1053 -
Joined
-
Last visited
Everything posted by Naraka
-
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.
-
Is it the whole "To learn who rules over you, simply find out who you are not allowed to criticize" thing? So the villains truly have won.
-
Yes, let the hate flow through you...
-
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.
-
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
-
Focused Feedback: Electrical Blast Revamp
Naraka replied to Player-1's topic in [Open Beta] Focused Feedback
Yeah well anyone that keeps up with their other MMOs because of the limited time seasonals + irl holidays might just be checking in on what's new. -
Focused Feedback: Electrical Blast Revamp
Naraka replied to Player-1's topic in [Open Beta] Focused Feedback
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. -
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.
-
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.
-
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.
-
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.
-
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.
-
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.
-
Nothing Says 'Brute' Like: The CHAINSAW set
Naraka replied to AspieAnarchy's topic in Suggestions & Feedback
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. -
Nothing Says 'Brute' Like: The CHAINSAW set
Naraka replied to AspieAnarchy's topic in Suggestions & Feedback
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. -
The -END proc in ranged I'd probably alter too. Give it 2 components: 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) 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.
-
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.
-
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.
-
Caves have elevators?
-
The funny thing is, I understand why people get flustered about some KB and how it can hinder some battle strategies... But like you said, it hardly causes and stress beyond needing to use a couple of more clicks. In a game where players frequently complain that enemies die too fast and some people can't use their powers before slapping corpses, needing to use some more clicks is hardly an issue. As much as I complain about power creep and the meta, I don't really want to remove it (although talking about removing it is entertainment for the whole family) but at the same time, you can't deny the meta is destructive and harms the game. Even a smoker knows their smoking habit has it's negative repercussions.
-
I'm the opposite. I played my TW scrapper up to max before they changed it specifically because I wanted to experience it before it got changed. Same with Energy melee before it got buffed.
-
Oh darn, you're right!! If only you could, you know...combine some or all of those options somehow...hmmm...
-
Do I need to repost the meme I made? There are way too many options to cover Accuracy and Endurance usage. That Controller merely has to pair with Earth Control and the Acc problem is resolved. Slot out your Stamina and Health with uniques, pick up powers in epics that grant +End/recover, inspirations or merely use the remaining slots for END management/accuracy instead of recharge. If teamed, there's a high chance some sort of +recovery will be in play and if not, It's a simple tactic to fall back on other duties to conserve END. Basically, there are far too many tools to overcome such costs to really be trying to pretend like it's a barrier to entry.
-
Completely off topic: Would a Lion Tamer boss mob added to the Carnie faction be off base? Psychicly controlled animals was actually a carnie concept character I created back on live and she was part of a trope that focused on animal telethapy coupled with mad labs running mutant gene manipulation on animals and you get a kind of PETA faction going around freeing mutant power creatures and then controlling them mentally. My character went a step further though and ended up charming demons with her mask but overall, just a bit of a tangent...
-
Well since you specifically mentioned me, I'll ask you: what did Defenders and Controllers do before IOs or PPMs? Did they never do damage? Were Fire/kinetic controllers just flashy and that's why they were popular? Or how about just the era before PPM when procs had a base % chance, how did builds and procs fit together then? I think you're way off base assuming offensive built support ATs is only now a thing thanks to procs. Maybe you are a new-ish player but maybe also you aren't and you just have forgotten where you came from. At the end of the day, I've attempted to adapt to the overall meta and keep a more based playstyle and I like all sorts of build strategies but at the same time, experiencing the game's power-coster shenanigans as it progresses cements why it should be considered carefully to buff things. Players forget where they came from and they feel entitled to power. They won't even consider an alternate timeline where a nerf would happen. Rather than entertaining a hypothetical change, they throw up their defensive-copium armor and lose sight of why people like to discuss ideas and see only attacks against their precious builds. BTW, I'm not trying to take away your proc builds, I'd more like to expand on how you could make them. Also, I find it a bit narcissistic to assume another's success or failure upon your own personal conclusion. If you never decided to attempt to build an offensive Defender or Controller until today, that is your own failed creativity. Players have been doing that for years.