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Naraka

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Posts posted by Naraka

  1. I've read some of the suggestions for Melee/Support and while a straight port of those set types could be entertaining for players that like challenge, I have a feeling it wouldn't be as popular as some might expect.

     

    Of the suggestions I've read, I do enjoy the prospect of this one:

     

    Not saying it's the best, but I feel it has a more carved out concept than most.  Being an 'interceptor', it seems like a paladin-like AT that blends its armor powers and support powers together while the AT inherent enhances the primary melee attacks to apply additional "crit" damage + another stack of the secondary effect (so more END drain when your Electric Melee attacks "crit", more -ToHit when your Dark Melee attacks "crit", etc).  So you've got some mechanical differences in play compared to other melee ATs as well as other buff ATs which should be the goal here.

     

    I think the main downfall of this suggestion is, combining the armor and buff powers to create a hybrid set kind of constrains concepts.  In the thread, he combined some obvious sets like Kinetics and Energy Aura into Energy Flux as well as Storm Summoning and Electric Armor into Storm Flux but then there's some outliers like Poisons combined with Bio Armor which might not be the correct conceptual concept for a player wanting to melee while using poison debuffs.

     

    Also, it seems, rather than just making it a support that hits stuff in melee range, he tried to push to make the AT fulfil a tank role along with Tanker, Brute, Mastermind and your off-tanks.  While not needed, I don't think there are enough ATs pushing for that role...and even if not good at it, it can still work as a force multiplier for a team.

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  2. 28 minutes ago, Gobbledegook said:

    I appreciate and respect your stance on this @Naraka 🙂

    Respect? ~belch~

     

    I want anger and avarice. I can't advance in the ranks of hell with respect...

     

    But on the other hand, lowering or even removing the resist to smashing/lethal to replace with debuff resist or exotic resist could be a prospect...maybe with the position of making it a mind-over matter kind of concept that has higher energy resists or a Chi-like concept to overcome fire and cold instead but leaving the set still vulnerable and not perfect.

     

    All in all, having holes in armor sets is likely the only remaining defining feature of them beyond being resist focused or defense focused or hybrid. 

  3. 58 minutes ago, Gobbledegook said:

    Would this proposal actually change anything in WP? barely. It just makes more sense to have a T9 that covers the weakness of the Set and S/L is not a weakness the more exotic damage types are. Yes WP has defences but with very little DDR. I see it more as a quality of life and not a completely outrageous suggestion 😛

     

    Adding some DDR to SoW whilst activated would be nice also lol.

     

    I have played pretty much every AT and set in this game. I main tankers mostly and i have a pretty good comparison to draw from.

     

     

    That's the thing, though: do armor sets need even more QoL? Some might but overall, armor sets tend to add so much mitigation to stack, it's hardly needed. I'm not arguing against the suggestion, btw.

     

    And if WP's tier 9 needs QoL, you're just opening the gate for other sets too. Most players don't even take or actively use the capstone armor power... It's mostly just fluff or insurance at a cost. As is, WP's tier 9 is a partial crash one that is supposed to be mild (buff and crash) with the stipulation that it can't be enhanced for recharge. If we start prodding the armor sets (stone armor kind of could be held as an example), I'd be interested to see how the sets turn out but likely would dread the possibility of power creep.

     

    I don't think there's anything wrong with Strength of Will... It's just not perfect... Which is normal!

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  4. 1 hour ago, Gobbledegook said:

     

    But is Unstoppable fine also? just use Io's and don't take tough or temp invulnerablity etc.

     

    I was just trying to help WP where i thought small improvements could be made but a lot of you think it's perfect as it is so ill leave it alone and stick with my Bio which is just so much better but /shield is even better again lol. I have built WP and found it was lacking hence my suggestion but my opinion doesn't matter.

     

    Regen is fine also 😛

     

    I don't think sets are supposed to be perfect.

     

    55 minutes ago, Vanden said:

     

    It really doesn’t. For anything other than Smash/Lethal, you have to pop it well in advance of getting into trouble, and it really just slows down how quickly you can be defeated, giving you some extra seconds to pop some inspirations or retreat. For Smash/Lethal, going Tough/Weave is probably better. You get the extra defenses all the time, instead of just some of the time, and Willpower gets Quick Recovery to help with the extra end costs (except on Stalkers).

    Well considering WP has no other active mitigation, it shouldn't be hard to gauge if you need to use it soon or sooner.

     

    7 minutes ago, Uun said:

    I think the more relevant fact is that Rune of Protection, a pool power, is arguably better than Strength of Will, a T9. It provides superior resistance to F/C/E/N/P/T with close to the same uptime (33% vs. 40%). Granted it requires you take 3 powers from the Sorcery Pool.

     

    That said, the buff I would rather see WP get is resistance to end drain and recovery debuffs. 

    You don't compare powers in a vacuum. Have you looked at the durations? Recharges? Other utility? 

  5. 6 hours ago, Rudra said:

    I find that having Tough, Weave, and Strength of Will work well together. Tough lets me run without Strength of Will for most fights, and when I'm getting mauled by foes that exploit my (much) lower resists, Strength of Will as is fills the gaps more than well enough for me to clear out the primary threats.

    Yeah, that sounds like the easiest application. Basically take your fighting pool and when either to much -res or a lot of other damage (like cold or energy) is bombarding you, SoW can iron out the tough spots.

  6. 15 hours ago, Gobbledegook said:

    Could Strength of will from Willpower get its resists evened out please? The biggest boost it provides is to Smash/Lethal yet the set inherently has strong resists to those damage types anyway and is often wasted on many builds. Where the set is lacking is in the other resists.

     

    Could the F/C/E/N/T/P resists in SoW be boosted to the same amount as S/L even it it means reducing the S/L resists a little?

     

    I just think SoW would be more fitting if it resisted all damage types evenly rather than S/L mostly. It is not like the skin hardens to resist S/L more it is from sheer willpower to resist whatever is thrown at them.

     

    Is this an OCD thing (get all the numbers the same or the resists to the same range) or a genuine balance concern (WP is being torn apart too quickly that the Regen can't do it's job)?

  7. 4 hours ago, Vanden said:

     

    I could say similar to you. This part of your post:

     

     

    ...makes me think you have an extremely flimsy grasp on how the game works. Players easily reaching the ToHit cap while mobs rarely getting anywhere near it is how the game works now. If you really believe this is causing major imbalance, where’s your feedback thread suggesting this be fixed? Either you have no idea what you’re talking about, or you’re still arguing in bad faith. Which is it?

    I think there is a difference between the ToHit cap and the hit-chance cap.

  8. 24 minutes ago, Vanden said:

     

    That's not the same thing as giving every single mob +130% damage and +70 ToHit.

     

    If you take into consideration that mobs are mostly neutered to start, is it so different? The devs had to put in difficulty setting just to challenge the upper-echelon of teams.

     

    I'd personally rather give foes better powers and/or IA instead of just activating cheat codes for the enemies. One is intuitive to gameplay, the other is just basic counter measures. 

  9. 4 minutes ago, Vanden said:

     

    The ToHit cap isn't a soft cap, and there's no diminishing returns in the formula. I'm not really sure where you got that idea?

     

    A soft cap at 95% instead of a hard cap doesn't really make sense, anyway. ToHit isn't like Damage Resistance, where the closer you get to 100%, the more valuable every extra point becomes. It's actually the opposite, where every extra point of ToHit increases your overall DPS less the closer you get to 100%. Changing the cap from 95% to 100% would only increase player DPS at the cap by a little over 5%. It's really not an amount worth fretting over.

     

    Then maybe we're at odds in our understanding.

     

    From what I recall, you can't get higher than 95% hit chance, right? So any point over is just a buffer to counter any -ToHit.  Same thing occurs with +def where once you hit 45% +def, any points over only counter -def and that only augments the hit chance of an enemy dependent on their level (so even levels will be reduced to 5% hit chance if you have +45% def but that floor is shifted when faced with higher foes). To me, that is the definition of a soft cap, i.e. it shifts depending on outside circumstances of the buff whereas resistance will always reduce damage by a certain amount.

     

    But I agree, changing the cap from 95% to 100% doesn't affect much which is why I'm not really rallying against it, moreso rallying against the justification for such a change.  If the cap were changed to be obtainable to 100% (or 99%) it wouldn't affect me much...but it also wouldn't affect anyone else much except the elite builds to which that is reason enough to not bother putting forth such a change as those builds don't need anymore help but rather might be needing to be reigned in.

  10. 2 hours ago, Doomguide2005 said:

         So let's say they did remove the chance to miss.  How would you expect that to change the purple patch?  How about damage and damage resistance?  Would missing still be a foe thing?  What sort of changes to the numerous powers in the game would you expect?  Seems to me that nevermind whether you're in favor of it or not the amount of changes necessary to the power sets alone makes the idea a non starter unless the plan is to lobby for CoX 2.0 several years down the road. 

     

    To clarify the OP, they simply proposed having Aim (and other self ToHit buff powers like Build Up) to grant an ancillary bonus of bypassing the diminishing returns of the hit chance calculation.  I don't think it would  require a whole other version of the game to accomplish but I could be wrong.

     

    I think the dispersion occurred when posters suggested just getting rid of the clamp (i.e. the 5% miss chance since the soft cap is 95% hit chance).  I feel that would certainly require a whole change to a lot of things, purple patch likely the exception.

     

    Personally speaking, I don't have a huge issue with limited exception like during Aim or Build up...but not every set has such powers and further still, not enough enemies use these powers to make this change justified. Players don't miss enough to really need this overall. 

  11. 20 hours ago, Marbing said:

    This is fairly misleading but we have talked on this before. 

    Most of a Corruptors theoretical damage is complete overkill / waste. For example: On average a Corruptor and a Defender kill a Leut (for example) in the same number of attacks. Even if that last attack the Corruptor landed was at 1.5 damage scale, it was entirely wasted and in no way helped them kill that target faster than the Defender. The only time that 1.5 damage comes in handy is against hard targets like AV's and GM's and only towards the very end of that fight. (That is if you don't factor in the effect the Defenders better -regen has on time to kill). Now the above example is for solo play, for team play it is slightly different. But, even then Defenders have far better build flexibility to make up for the 15ish% less damage mod and keep things close enough AND their superior buffs/debuffs can often help the team more than the Corruptors slight personal damage boost (but this is subjective and is often debated).

    But, alas, I don't want this to turn into a huge thread hijack about Corruptors vs Defenders. Just know that there are a lot of assumptions about Scourge and on paper they look good but in actual play they are only good in SOME situations. 
     

    EDIT: This is also assuming you aren't playing a kin or chewing reds to keep you at damage cap. 

    If it's a DoT attack, there is less waste.

  12. 25 minutes ago, Rudra said:

    No, the funny thing is you thinking using debuffs will ever get you to 100% hit chance. That mandatory 5% miss chance is still there. Always will be.

     

    (Edit: Now if you are proposing that debuffs enable getting to 100% hit chance? Then I apologize for my misunderstanding.)

    I never said it does, I said it could. To clarify, if the OP or others are looking to give the player a means of obtaining 100% hit chance, it probably should only be possible using debuffs or at the very least a combination of both buffs and debuffs.

  13. 48 minutes ago, Luminara said:

    The purpose of missing, in the original design of the game, was to ensure that the brainless idiots we fight always have the barest possibility of defeating us.  That was the extent of the design philosophy behind missing.  Not to reflect a "natural 1 on D20 roll", or to impose a consequence for failure, just a basic effort to ensure that there's at least some minute potential for defeat, to compensate for the AI being dumber than the a rock.  Missing was the first and rawest attempt at creating a sense of challenge.

     

    But both Cryptic and Paragon recognized that missing was also a poor type of challenge, or that their implementation of that challenge was not up to stretch.  They created the streak breaker.  They removed numerous ToHit Debuffs from player-owned and -affecting powers.  They added Beginner's Luck.  They packed the game with Accuracy and ToHit buffs.  They gave us origin attacks, they removed the endurance cost from Brawl, they reduced Brawl's recharge time, they added more temp powers so we'd always have another attack to move on to after missing...  And then they moved away from that flawed challenge when they started working on Going Rogue and all subsequent content.  The challenge in newer content doesn't come from missing, it comes from enemies actually designed to be challenging.

     

    Missing doesn't make the game harder, it makes the game harder to enjoy.  Missing doesn't impose a challenge, it imposes a time out.  Missing doesn't increase player or critter survivability, until and unless the player imposes specific conditions on him/herself to create a situation in which missing is hazardous (increasing the Notoriety well above default, eschewing Accuracy in powers, refusing to use inspirations or temporary powers, and having a build reliant on damage mitigation with hit checks when real danger of defeat is a possibility), so it only serves to decrease our desire to play.  The player has to work at it to make missing represent a real hazard, because of all of the ways Cryptic and Paragon strove to minimize missing as a challenge, and that's telling.

     

    Missing doesn't cause an energy blast to backfire, or a broadsword to twist and rip into the wielder's shin, or a targeted effect to affect the "wrong" target, it doesn't do anything noteworthy or interesting.  The game was designed to be fun, per the commentary of every Cryptic and Paragon developer who ever posted, and missing just... isn't fun.  There's no meaning or weight to missing.  There's nothing happening to make it important.  It's appropriate in a tabletop game with a human being acting as game master and coming up with interesting results and consequences when a player rolls a 1.  The Cryptic engine doesn't have a brain, it can't devise an interesting result on the fly... it doesn't even have a list of results to randomize and select from.  It does absolutely nothing noteworthy or of merit when we roll that 1.  The story doesn't evolve in a different way.  The next mission isn't different.  We don't have to buy new gear or replace torn clothes.  We don't lose all of our gold.  No giant ooze sneaks up behind us and crawls up our anuses, laying eggs which hatch later, zombify us halfway through a dungeon run and force us to eat our party's brains.  The horses don't bolt and leave us stranded in the Dread Forest of Doom in the middle of the witching hour.  Our characters don't sport fascinating scars resulting from our catastrophic failures, because we have no catastrophic failures to create those scars.  Nothing fucking happens, and that is the real problem with missing.  If missing had any impact beyond making players grit their teeth and firmly press the next key in the chain, it wouldn't be the single most discussed and reviled mechanic in the history of Co*.  But it doesn't.  And that's the core of the problem with missing.  It just doesn't have any meaning or real impact on the game.  It spends our time and gives us nothing meaningful in return.  Missing is a vestigial mechanic which the game itself outgrew a long, long time ago, but which we still retain simply because "this is how the game was designed", irrespective of the fact that it's a bad design.

     

    There are better methods of challenging players, as evidenced by newer content (Praetoria, First/Night Ward, Incarnate missions and trials, etc).  It's not even a good control on player progression because we always have another key to press.  If we had fewer options, if we had the limits imposed by other games or by an active game master, if we were even limited in the ways we were before all of the Cryptic/Paragon additions and alterations, missing would matter.  But we don't, and missing only slows our progression by a fraction of a fraction, with the greater impact being on our blood pressure than on our leveling speed.  It is, in fact, a worse control on power creep than critical failures/fumbles/backfires would be.  At least criticals of that type would force us to reach for more specific keys, rather than simply moving on to the next one in the sequence, and create a greater possibility of defeat and put some of that power creep to better use than simply permitting us to wander into one spawn after another, absent-mindedly pressing the same few keys over and over again.

     

    Every time I spend 4.75 seconds animating Inner Light and Incandescent Strike only to miss, it's another pebble in my glass of patience.  I busted my hump leveling this character, I went back into the costume editor over and over again to perfect her look, spent 250,000,000 inf* to perfect the build with set IOs, purples and ATOs, and all I feel when I play her is disappointment, regret and rage, because the end result of my efforts is... watching her float.  I'm not infuriated by missing because I'm in danger of being defeated, but because I feel that my time is being wasted by the game I play to watch enemies experience the fate of a banana in a high speed hydraulic stamp press.

     

    Yeah, either change misses to critical failures/fumbles/backfires, or apply ED to the hit clamp.

     

    You're way over-philosophizing this. Missing exists in the game because the devs decided they wanted mechanics and powers to alter the ability to make attacks miss (i.e. -ToHit/+ToHit, -def/+def, accuracy mods, etc) to simulate various types of effects.  Missing exists to emulate dodging, blocking, deflecting and lowered accuracy. To try to equate fun or enjoyment out of every mechanical effect one way is just setting your own mind trap for your failure.  OMG missing isn't fun? But I bet being missed is. You love being missed so much, I bet you regularly attempt to reduce your being-hit chance to its minimum...which points to the reason why the clamp exists: It's so you don't break the game (as much).  It's so you can't make powers recharge instantly or buff an attack to one-shot every enemy in the game or reduce damage to 0, etc etc.

     

    This constant flapping about how missing isn't fun is just dumb and you all know it! You've just got no other argument to grasp at and will pull at any useless point to stick it to the system or catastrophizing an encounter that the player likely completed regardless of the 3-miss streak that got their panties in a bunch. And no, complaining how every possible mechanic in a game isn't hand-crafted to deliver maximum fun and enjoyment straight to the bloodstream isn't a good argument either lol

     

    And I keep saying the whole 5% miss chance is a 1st-world problem, because the reason you grow impatient with a miss (and streak breaker not kicking in) is because you feel entitled to never miss.  If the enemy has powers that reduces your chance to hit lower than 90%, then what are you going to complain about? That the enemies have +def? Or they have debuffs? So if anything, the problem is that you can soft-cap hit chance which apparently is not enough.

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  14. 3 hours ago, Black Zot said:

     

    The only thing it removes is RNG-based stupidity.

     

    LOL at anyone boneheaded enough to think that a debuff that needs to connect in the first place to matter, and that everyone and his dog has some degree of resistance to, somehow matches up well with boosting one's to-hit chance.

     

     

    The funny thing is, using debuffs to get the desired effect (100% hit chance) is more balanced than just wanting it all the time. That a debuff can miss is partly why it would be somewhat more balanced than the current suggested removal of the clamps.

  15. 5 hours ago, Vanden said:

     

    Right. Not because of a mistake the player made, or because of some trick or maneuver the enemy pulled, but because of random bullshit.

     

    It's an RPG based on dice rolls. I believe random bullshit is the name of the game.  If you don't want dice rolls, you probably need to play an action-based MMO instead.  You're in the casino now, you don't get to complain that your chance of winning will sometimes be out of your control.  You can, but that's like listening to a millionaire complain he just broke even or lost a small chunk of money.  It's 1st-world elite problems...but less important.

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  16. 5 hours ago, Vanden said:

     

    Why? What does it add to the game? We know players hate missing. We’ve seen threads complaining about accuracy, asking if there’d been a nerf for as long as the game’s existed. What does the minimum miss chance bring to the game that makes it worth the aggravation? I say, not a damn thing.

     

    What does slotting for 95% hit chance add to the game?

     

    It actually *removes* something from the game, actually.  No one has even uttered the term "-def" at all in this thread lol

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  17. Because I'm on psychedelics all the time...

     

    What if Black Hole was changed to a new power called Nether Portal.  This Nether Portal power is a ranged summon click (Dark Miasma already has another pet so why not a 2nd?) that has a short duration AoE placate when summoned at its location.

     

    Then, it'd use the additional power tray mechanic that opens up a few pet commands for your Nether Portal.  One that commands the portal to cast a short pull effect around it (short meaning it doesn't draw everything right to it instantly but slides stuff 3-6ft closer and immobilizes them for a bit.  Another command casts an Intangibility field around it on foes and allies that lasts a short duration (like 8sec or so).  Another command causes the nether portal to teleport the summoner to its location. Being pet commands, they don't have a cast time for the summoner, only the pet itself, so you can be doing other stuff while it's casting these effects.

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