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Naraka

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Posts posted by Naraka

  1. People don't like intangibility powers.

     

    Why not address that?  And I don't mean by removing intangibility or just changing intangibility to just a simple hold effect.

     

    The problem is a lot of the content is too straight forward so esoteric tactics and effects either never get used or come off as detrimental. What kind of enemy or power could be introduced that incentivizes the target not be there? That might be harder to think about since no one wants to give the foes in the game any teeth.

  2. On 5/27/2022 at 3:38 PM, Greycat said:

     

    This wouldn't be "challenge," this would be "annoyance." Like Malta's 2 hour stun grenades.

    Eh, name something that would be considered challenging that no one would consider annoying.

     

    I think the set-and-forget aspects of the game undermines a lot of what could be considered difficult in the game. I wouldn't particularly recommend the OP's change or any change, really since the game is already established and there isn't a need to make sweeping changes anymore...but adding some aspect to the game that directly counters set-and-forget toggles should have existed. Similarly to how we have debuffs to counter buffs and mez to counter certain actions (and protection to counter the mez), there could have been a subset of effects that target power usage...or they could have added these effects to certain mez to add more utility to them...like if Knockback had the chance of turning off a random toggle on the target.

     

    Of course, you'd also have to change mobs' powers to incorporate more toggle powers too to give that utility some added use.

  3. 23 minutes ago, Blackjoy said:

     

    SR isn't even in the galaxy of indestructible.  You seems to be confusing a build with Tough, Weave, and 100+ million in set IOs with SR.   Go start an SR at level 1 and tell me how comparatively indestructible the set its?   

     

     

     

    Go start any armor powerset at level 1 and see how indestructible it is.

     

    Spoilers: none are.

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  4. Grrr, this aggravates me.

     

    You're comparing SR to other more "modern" sets but exactly how?  Are you taking into account pool powers? Are you leaving out IOs for those other sets too? WP is great and all, but against a single hard target and no IOs or tough and weave, you better hope you picked up that tier 9 or that revive ability. Without a hoard of foes to back you up, you can just as easily succumb to the difficulties that SR faces too.

     

    There's also the funny prospect of "dodging" debuffs that defense sets benefit from that resist sets have to eat. At what point do we accept that pros and cons can and should exist for ATs and powersets? Yeah, SR scaling resist isn't going to be your saving grace for AVs but it's going to make crowds of foes your buffer (just like *gasp* WP's scaling regen!).

     

    And Bio's claim to fame is just its variety of options. Yeah, it's great, but how many are actually using Efficiency mode? Or Defensive mode for that matter? It's all about the Offense and that's why Bio is so good, because IOs can take care of those other two.

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  5. 1 hour ago, kelika2 said:

    Id rather give up Pendulum for AS.  And slap Cleave at level 32

    The lack of simple easy to use PBAoEs are a big reason I skip many stalker sets and giving up Whirling Axe is an automatic skip

     

    I heard Whirling Axe has crappy DPA compared to other PBAoEs.

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  6. 38 minutes ago, arcane said:

    No one in this thread is against gap closers.

    I'm not against gap closers, per say. This notion of "add more gap closers to more pools" is just unneeded extravagance. There are plenty of gap closing options as is. Adding more is just bloat.

     

    Just because pool A, C, D and F have a gap closer, apparently every pool or more pools need them? Why? Eventually, we're going to see people looking at pools B, E and G saying those pools have toggle defense so every pool should get that too.

     

    The beauty of the system is, if you prioritize certain types of powers on your characters, your characters are going to look cookie cutter. But there are plenty of other options. You're not wrong for making cookie cutter builds but you are wrong for expecting sets and pools to be as cookie cutter as your builds and call that variety.

  7. 1 hour ago, ZeeHero said:

     

    No one has provided even a remotely decent argument for how it would hurt anyone to have a gap closer or heck just make jump attack need only 1 power in jumping to take or something.

     

     

    Power creep.

     

    That hurts everyone. You may not feel the hurt now but you will start feeling it a few months or so down the line. When the barrenness starts to spiral or your interest starts to wane. The worst part is, you won't even realize you took part in why the situation turned out that way. You'll probably look at other aspects of what went wrong and attempt to absolve spoiling the game over time rather than just admit, maybe leaving some aspects the same might have lead to a better outcome.

     

    Damage over time is tricky, you know.

     

    The other aspect I pointed out before wasn't even addressed so don't go saying no good points were made.

     

    I'm not against gap closers for melee, but that could be left to a whole new melee set as it's gimmick. Melee do not need more gimmicks, or is full mez protection and some debuff resistance not handy enough? Your gap closer is not being affected my immobilize.

     

    1 hour ago, ZeeHero said:

     

     

    I don't care if you replace confront or just make things like leap attack need less investment in a pool. either or. We need more universal gap closer options, there is no reason to oppose that. No one has to take your precious taunt. People here just enjoy bullying those who they disagree with, that has been clear forever. hillarious since none of them has produced a relevant argument as to why gap closers = bad.

     

    Also I don't know if the code will allow a change like this but has anyone considered if it's possible to allow for a choice between 2 powers in certain power pools at certain levels? So you could keep your confront or replace it with a more useful gap closer.

     

    You have not made a good argument for lessening the requirements for Spring attack. At best, it might have opened discussion for making it recharge faster.

     

    You DO have enough pools and power picks to take it. And if you dare utter "Leadership" or mutter about Hasten or Weave, you've lost. You can take them and the leaping pool... Just because you can't take them all with no accountability means nothing. Do you want to lose inherent Fitness to get easier pool picks? I doubt you do. Or maybe pushing travel powers back to level 14+? You have it so good and the way you show your gratitude is to demand more lol

     

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  8. 5 minutes ago, ZeeHero said:

    lolol no one is asking for extreme speed. but yes every single melee job in FFXIV has at least one method of closing distance. Warrior has a lunge with 3 charges AND during its berserk window gets a spinning axe smash lunge.

    I didn't ask about their leap skills, I asked if they can do a combat hop OVER a boss with just the character directional keys (or at all).

  9. 2 hours ago, ZeeHero said:

    Hey someone isn't completely ignorant and complacent when it comes to game design! THANK YOU! the downvoters should be ashamed of themselves.

     

    Cmon guys this isn't difficult to understand. nothing even remotely contraversial is being asked for here. it would be objectively an improvement to the game so why are people so against it? "COH is objectively perfect and holds up to modern standards perfectly and any change for the better would ruin it even if it is possible" am I right? yes.

     

    Grond save us all.

    Those modern games you're comparing don't have extreme speed and movement options for combat, tho. Can you fly in combat in Black Desert? Can you innately hop half a football field in combat without using a limited skill in Final Fantasy 14? Can you freely teleport around in Guild Wars 2?

     

    It's a foolish comparison because it ignores that COH has flight, super jump, teleport and super speed as  pool powers for every character or that one can get buffs or bonuses to build for extremely fast combat movement. It also ignores that the slower deliberate animations of this game still wouldn't give you seamless and responsive leap skills but rather janky ones that have animations that would lock you in after using them.

     

    But I think the real flaw with the suggestion is the homogenized nature of it. Just giving every melee the same generic attack is boring. Even in modern MMOs, they diversify these skills by granting then at different levels and they aren't just for melee types.

     

    So the idea is just wrong, it's boring, it's controversial (you might not think it is but the 7 pages begs to differ) and it's unneeded.

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  10. 19 hours ago, biostem said:

    This sounds like it'd be more work.  If an incoming attack already contains its position, and a positional defense power on the character can already check against it, then just use that check to trigger the damage reduction...

    The power is there to grant the resistance, not to check what positional. I guess it was poor wording. The power would be there so that when a positional is checked, it grants resistance if that attack lands.

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  11. 1 hour ago, biostem said:

    I wonder if they could do something like this:  A power grants you 0 positional defense.  If, however, an incoming attack triggers a check against that power at all, then apply the appropriate damage resistance value to said attack, before its final value is calculated.  It's a bit of a kludge, but perhaps it could work...

     

    I was going to server something like this as I read the necro'ed OP.

     

    But instead of attempting to make it positional resistance, it could be something like positional reaction flags. Basically, give the NPC a power that checks for a positional and if it rolls a hit, the power grants a stacking buff. That buff could technically be resistance, a heal, absorb or whatever and it can give that buff to whatever be it for resistance or multiple resistances.

     

    It wouldn't really be positional resistance but rather a "you might want to hit that enemy with something other than the positional it defends against" deterrent.

  12. 13 hours ago, Koopak said:

     

    If you read my wording that way then I don't really know how to compensate for your projected hyperbole. At no point am I arguing Slow AS is 'worthless' or 'no damage' what I am arguing is that I believe it is inferior to Fast AS in all, or nearly all use cases and that makes the choice between Slow AS and Fast AS a false one. There is a correct choice, not a situational choice, and that, to me, is bad. Its EXACTLY 15% DPA + minor annoyances bad. No more, no less.

     

    You say my perception of your post is hyperbole then you post this. You're breaking this down into right or wrong choice now when, in reality, it won't matter if you choose either because the same result will happen: mobs will be dead.

     

    Lol I'll continue to hyperbolize your point until you embrace this. It's not that serious.

  13. 48 minutes ago, Koopak said:

     

    This is the crux of the issue. Can anyone offer a reason why not every AS should compare directly with Broadsword/Ninja Blade/Fire Melee/Ice Melee? If we accept the Slow AS DPA of those four, then I do not understand the reasoning behind the others. (Save for KM which is just busted anyways.) To answer the question of lost dps, you can look at the above, most Slow ASs give up 15% damage for a +50% damage spike.

    @Troo The issue is that we are comparing slow AS which 9/10 times means you can get AS and 1 extra attack off before the enemy can complete an attack of their own due to the lag time in alerts. Due to this, Slow AS loses its damage spike utility, and is left only with Demoralize to compensate for lower damage.

     

    Weren't they having this debate in the Vigilance thread too? I thought it was established not getting the damage buff while teamed isn't having your damage lowered but rather not having your damage buffed which have obvious differences.

     

    In this circumstance, you're not losing the damage spike utility, you're just not getting the same utility. The way you're wording it is like saying you're getting no damage and are left with demoralize.  It's fine to say you're not getting as much DPS with slow AS but getting Demoralize in its stead. All in all, we're just having a semantics argument now because you don't gain nothing for using slow AS nor do you lose damage for nothing.

     

    Now if slow AS were numerically superior than fast AS, there would undoubtedly be players complaining they feel punished every time they can't get slow AS off or that tying so much of the AT's potential DPS into a slower ST attack is ruining teamplay or that fast AS cost too much END for the comparatively mediocre damage it does. Perhaps I'm biased but I think it's fine to trade damage for survivability.  The real problem is that the game de-emphasizes survivability because it's so easy to obtain.

  14. 33 minutes ago, Koopak said:


    The DPA of Slow AS is, with few exceptions, worse than Fast AS already, adding on the cast time of Placate does it no favors. Sure the burst damage 'feels' good, but its not actually good performance wise. You ultimately are trading a lot of dps for Demoralize, which is fine in personal gameplay choices.

     

    Then what are we arguing about? The benefits of hidden AS tend to be mostly tactical and defensive. 

     

    EDIT: to add to that, the minor to moderate (that annoying mob you targeted is dead before it could activate anything) advantage that comes with a hidden AS is at the cost of how much offense? Maybe it is a large chunk of comparable DPS but you're also not rolling 0 for that exchange. You're still getting a large crit out of the deal.

     

    This is further exasperated with sets that don't have high DPA fast animating attacks like Elec, Kinetic and Spines that can blast out a huge crit to eliminate a target before their debuffs are applied on you. So maybe you have accepted the utilities of hidden AS but it's just certain sets you are more concerned with (the ones with multiple high damage fast activating ST attacks inherent to the set).

  15. 2 hours ago, Koopak said:


    If a power is only useful in rare niche circumstances, or arguably, solo. And that power is a core power that holds the lion's share of the AT's mechanics, yeah I'm going to argue that's a problem. Now is it a big problem? No, Stalkers are in a good spot, no one is, or I hope they aren't, arguing Stalkers are in a bad spot. However that doesn't change that the experience of using slow AS is garbage and its hard to make a real case for using it ever beyond:

    "I'm playing solo and don't care about my clear speed in anyway or the time spent waiting for an attack to go off for my optimal start" or "I just like it."

    Which the latter one there? That's why I still use Slow AS on my stalker, because I like watching a boss drop dead in one smack, even if I could have killed him before he could attack back, by just chaining my strongest non-AS ST attack and then fast AS at no real cost. The incentives aren't there to make Slow AS worth using in the majority of the game, and AS is a core power central to an AT, that is just bad.

    To be clear I'm not arguing Slow AS needs a gap closer, though that would make it work more like snipe, or that it needs a damage buff. What I think would work best is first, standardizing all Slow ASs to the faster versions some Powersets have, and then MAYBE (note the caps) a small buff to Demoralize's duration, say from 8 to 10 or 12 seconds. That would make using AS as an opener in a team situation more palatable due to being consistent, and in many cases, up to a second faster, while sweetening the deal just a little with the buff to Demoralize.

    That would make it such that Slow AS is roughly equivalent to a little worse than Fast AS in DPA, but more importantly make the animation time as much as a second faster on some sets while giving more incentive to use it. In fact at that point, despite damage being effectively the same, and in no meaningful way impacting dps or even survival much, I would feel tempted not only to open with it if I get to the pack before my team, but maybe even sneak it in with placate for team survival, using fear as a small mitigation tool. As it is however, the power is simply to unwieldy to be used that way

    As it is, many, if not most, Slow ASs are just impractical to use in anything but solo.

    Regarding AS, I don't think you complaining about slow AS is going to get you the desired solution. If anything changes, reigning in fast AS is more likely since the changes rolled out for it were partly slap-dash on live. On top of that, placate got it's effect buffed which would make any new possible buffs to slow AS even greater.

     

    Personally, I think it's just more preferable to accept you don't like slow AS and avoid using it while those that do like slow AS keep course. The moment you start pushing meta into this is when you start screwing with rebalancing for no other reason than a perceived numerical inconsistent in a DPS spreadsheet.

  16. 1 hour ago, Rudra said:

     

    Long form AS only gets used at start of fight. At least by me. So the fact it may do less damage per activation, rather than damage per attack which I track by, is fine, because it still does a lot of damage as my opener and after my opener my attacks shift into a more rapid fire approach where according to the naysayers for AS, the DPA goes up.

     

     

    I do have a nagging contention when people compare hidden AS and combat AS because the comparison is often ignoring any tactical considerations, like obviously AS while hidden only notifies an enemy if and when it lands so the fight starts at the moment of notification. Secondly, if AS misses, you remain hidden allowing for the use of another high damage ST attack. Is this calculated in their comparisons? Who knows. And it often feels like when these comparisons are calculated, they are only comparing hidden AS vs combat AS...as if you don't have the option to use either depending on the situation and use intuition to make that decision (for example: I wouldn't bother trying to use hidden AS mid combat, just at the start).

     

    Another minor point about Demoralize, it isn't resistable so it is a flat -7.5% even on high level bosses/EBs...but the funny thing is, AS was made usable in combat primarily because players complained it was useless in combat or without Placate...now they shifted the other way and push this mentality to not use it from hidden...that just outlines that they made combat AS too strong and unless you want that changed, I'd just keep whatever speed-run advice under your breath lol

     

    28 minutes ago, Crasical said:

    https://forums.homecomingservers.com/fotm-powers/
    Galaxy Brain beat me out by a country mile, but yeah, Confront has a 10-20% presence rate on level 50s. Confront is pretty universally underwhelming.

     

     

    I've been thinking about how to improve it and haven't come up with anything I'm totally proud of yet. I'd considered the idea of it taunting but also phase-shifting both the user and target, so it literally becomes a duel to the death nobody can interfere with, but there's enough bad blood with cage and phase shift effects to begin with, I don't think the power any more popular than it already is. Another thought was just giving it a -res/-def effect as you single one target out for elimination, but that just encourages your team to dogpile the enemy, which somewhat spoils the idea of it being a duel-with-the-boss power. The only other thing I can think of is giving it an effect like Superspeed has currently, where you ignore enemy hitboxes and can run right through them, ignoring the minions to get right to the boss enemy. Possibly with some special protections against slow, knockback, and immobilize, to represent the scrapper committing themselves to fighting this one particular enemy.

     

     

    All in all, the purpose of these powers are utility and defensive in nature. You might make an argument that, since Stalker's Placate has defensive and offensive utility, that maybe Confront can be given a similar upgrade. My initial thought was giving the power a longer recharge and adding in a kind of "negative crit" to the target, granting the enemy a power that has a chance of doing half damage and maybe giving you or any other Scrapper a higher crit chance on that target. I do like your suggestion of giving you an "ignore other hitboxes" effect tho. 

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  17. 9 hours ago, Galaxy Brain said:

     

     

    • Pool powers are limited, but not equal.
      • Lastly, the suggestions of using pool powers to emulate the request works in a vacuum but there is something to be said about what you give up.
      • This is more of a bigger issue with how things like Provoke compete for a slot with Leadership, Speed, and Fighting pools which have proven to be overwhelmingly useful in comparison.
      • So yes while you can get what you "want" from pool choices, it can end up being more of a pain than it's worth!

     

     

    There were a few points regarding AS I think you didn't cover but for the most part, it keeps the important points in the forefront... But this part I quoted I feel is important to correct.

     

    Using pools to get the desired effects doesn't just work in a vacuum. It works period. I think you just choose unoptimal wording there.

     

    Speed, Leadership and Fighting are also "wants". Those powers aren't among a set of special pools that limit then in a unique way.  Having limited choices in this regard is working as intended and is already balanced (don't take confront but instead take combat teleport or something). Now I understand what you actually meant (or perhaps not), not having enough room for every pool for a meta build seems like a "not an actual problem" problem in the grand scheme of things. One has to remember just how many changes to pools have been made to make them more accessible and useful...

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  18. 14 hours ago, Seed22 said:

    Im gonna have to disagree with the tanky bit. My blaster outsurvived a sent, on several occasions. Which means, my scrappers( with a survival secondary, as all their secondaries are meant to be), who outsurvive my blasters, leave them hideously in the dust. Esp my Kat/stone, which isn’t fair since I honestly think Stone on scrap is kinda busted, and has outsurvived several brutes( my blasters sometimes do this but so far it seems to have only been my Ice/Fire whose done this so), but I know for an objective fact no sent I’ve ever teamed with has ever even come close to her level of survival. 
     

    Though I think Sents can be a nice change of pace and I still recommend new players try them. And vets too( assuming you love abusing procs).

    Extremely anecdotal.

     

    There's no way a blaster is more sturdy than a Sentinel. Just because my blaster didn't die while the Tanker did means nothing.

     

    I say both Scraps and Sents can be build to similar levels of sturdiness and even admit that just looking at raw numbers, the Scrapper can have higher numbers. But my point was, with the tactical usability of range (and not relying on melee), both the offensive capability to engage faster and target more nimbly, and the defensive utility to be able to stand outside of debuffs, outside the range of enemy melee attacks through control, debuffs or hovering coupled with their unique armor changes will eventually have the Scrapper further behind in survival.

     

    But then I wouldn't put it past players to downplay or just ignore range in the comparison as is typical for the dumbed down meta to focus on all out offense at close range and abusing soft capped defense.

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  19. 10 hours ago, Menelruin said:

    For that particular set, when the clickies are down, perhaps.

    To me, it always feels like nearly everyone is rushing content at full throttle rather than grasping to stay afloat. Even with Regen, I don't feel pressured that I'm left starving but rather bit off more than I could chew and lived. 

     

    Are you not using IOs on your Regen? If not, try running a SR without a boat load of pool def or bonuses and see how starved you will feel, or just about any set that isn't Willpower, Bio or Rad. If it isn't starved for mitigation, it's starved for END or starved for sustain.

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  20. Part of me wants to say help out set bonuses that are inferior but another part of me says innate (stuff provided by powers) Regen is kept valuable because IO sets can't touch them.

     

    If anything, def and resist bonuses should feel similar to current Regen bonuses... Or maybe find a middle ground and slightly buff Regen bonuses but decrease def and resist bonuses. As is, resist also provide mez resists and def provides multiple types of def... So maybe Regen could provide +END and +END could provide Regen.

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  21. 11 hours ago, Solvernia said:

     

    Confront is useless and power pool choices are limited. Speed/Leaping/Fighting/Leadership usually fill all four of them on most builds. You'd have to sacrifice one of those to take Experimentation or Teleportation, and you'd only get one useful power out of those pools, compared to the 2-3 useful powers you can take in the four aforementioned pools.

     

    Adding a short range charge-attack style teleport to melee powersets would be the simplest solution to make melee characters' lives better. No need to take specific pool powers, no need to do weird build shenanigans. Just upgrade the useless single target taunt with a useful charge attack. It would be a fantastic QoL addition and help to make two ATs stand out from the rest. What's so ridiculous about it?

     

    You are trying to solve a problem that was specifically implemented into the game by the devs. One of them being capitalizing on movement for safety (you still can but it's slower) and the other is limiting melee.

     

    Melee characters already enjoy a plethora of benefits to include practically ignoring mez, often time having potent resists to debilitating debuffs and having extra potent attacks because they are more limited by range. You AREN'T MEANT to just ignore the built in limitations inherently... You have to build for it... Like taking more ranged powers from pools... Or taking certain mez powers from pools to snare enemies... Or taking certain movement powers from pools to close gaps... Starting to see a pattern?

     

    The different ATs have weaknesses for a reason (with melee having the softest if limitations) and the pool powers exist to serve the purpose of helping to get over some of those weaknesses (among other uses) and at a cost.

     

    Your suggestion, while it may have started with good intentions, is just power creep for power creeps sake. There is no reason melee need gap closers because they are meant to have range as their limitation. Sentinel's claim to fame is literally getting past that with none of the other downfalls so why don't you just play those?

  22. My initial thought by the title, I thought you were going to say diminishing returns on IO bonuses. The others are right, though. Debuffs would then be the meta for this mode.

     

    18 hours ago, Rudra said:

    Soooooo... if my character already has buffs, say I pop Build Up, and the defender/controller/whatever uses Fulcrum Shift, I would basically see no benefit from it?

    How long does build up last?

     

    15 hours ago, Rudra said:

    I have no problems with my teammates not coordinating with me. I don't have to deal with DR in PvE either though.

     

    Edit: As is, if I or anyone else does something in combat, I don't care. We're all trying to win. Now add DR. Now I have to know who is doing what, when, and likely why on the team to ensure I'm not wasting anything or causing others to waste anything. So yeah, I'm against this. If it gets implemented for some God only knows reason though? My life will be little affected. I will simply go from teaming maybe once a week to teaming never. Problem solved.

    To the OP's credit, it's an option. You can choose to do it or play the TF/SF on another setting. Off the wall types of settings should be something to spice up the game and force you to play differently, not tuck you in and present you a mug of warm milk.

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