
Naraka
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Everything posted by Naraka
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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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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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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.
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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.
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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.
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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).
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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.
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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 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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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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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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Everyone has to make at least one Regen post
Naraka replied to Menelruin's topic in Suggestions & Feedback
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. -
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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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?
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Everyone has to make at least one Regen post
Naraka replied to Menelruin's topic in Suggestions & Feedback
With all the IO bonuses and perma this and perma that, you think there's famine here? -
New Difficulty Setting: Diminishing Returns
Naraka replied to Ston's topic in Suggestions & Feedback
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. How long does build up last? 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. -
Everyone has to make at least one Regen post
Naraka replied to Menelruin's topic in Suggestions & Feedback
My only criticism is jumping on the bandwagon to make it a toggle while masking it as "reactive". Unless it was somewhat unique in being a "limited time toggle" similar to Gravity Control's Dimension Shift, it wouldn't be reactive at all, it would be set-and-forget. That is, you turn the toggle on and you forget about it...put it on a separate tray and then turn to the tray with powers you actually use. On the prospect of it being a limited toggle, you could possibly have it be the "alpha dampener" toggle that only really lasts 30sec before turning off automatically (with an appropriate cooldown) OR make it an infinite toggle but only the first 20 or so sec have the "get hit, pops a heal" and after the 20sec, it's more like a slow "get hit, after the 6th hit pops a heal" or something to incentivize turning the toggle off when you don't actually need it. Overall, I'm not against making IH a toggle, I'm against making everything braindead and samey. -
Everyone has to make at least one Regen post
Naraka replied to Menelruin's topic in Suggestions & Feedback
So why can't we take your idea (taking damage will cause you to heal for every incoming source of damage)... But just leave it as a powerful click effect that has limited uptime? -
All these suggestions are nice on paper, but I think ultimate, it's pointless. Primarily, it's because these changes are wholly passive and only noticable if you're pulling out a spreadsheet. Where Defender is now is fine. If you're going to add something to it, why not something more tangible and mechanical to make it *play* differently than other similar ATs? Look at other ATs who are differentiated from their sibling ATs by their inherent (Brutes and Tankers, Scrappers and Stalkers) and distill those types of inherents to the mechanical gameplay differences.
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So what happens when the content is challenging your team to the point that it's not a cake walk? Since we're dramatizing everything, you're suggesting an inherent that incentivizes not pushing the bar and playing safe. It also means, when faced with such situations, your inherent isn't going to help you because it'll be too busy punishing you. To clarify, I'm not dogging on your suggestion, I'm pretty sure there are some that praise the idea but it's in no way particularly novel either. It's been suggested before.
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Well that's a potential improvement to Revive if I've ever seen one.
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So "regenerate" is in the definition of healing factor...but that doesn't preclude that the term "healing" is also used. Basically, the argument about Regen the set not being about regen because it's mostly healing despite both terms being in the definition/usage is dumb. I just say, don't be fooled by the name of the set/power. Those that want "Wolverine regen" are looking for Willpower. I consider the Regen set to be "cartoon regen", and as of the manga, Luffy of One Piece has officially joined the ranks of main-stream heroes that have cartoon regen.
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Very true. @macskull said "the game as a whole is better" but that's obviously not true lol. If you take into consideration the actual whole of the game (and that's leveling experience, various parts like red, blue and gold, PvE and PvP, etc. Or maybe it was just poor words on his part but these factors aren't all just variables in an equation that equal a whole but they do act as parts of what make up this game. To put it in perspective, I play Guild Wars 2 which has PvE and PvP. The PvE includes open-world event bosses, fractals/dungeons, raids and world completion/exploration while PvP has World vs World, standard PvP, structured PvP. They left WvW to languish for years before adding anything new to it and just because they added raids and mounts didn't make the game "better as a whole", it was just good-to-decent PvE content. WvW was still an issue that needed help. The screwed up part is, there is nothing wrong with CoV and we're free to move back and forth as we wish. With the finite content that exists in the game, it's a no-brainer to just diversify activities but for whatever reason, that never happens all that often.