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tidge

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Everything posted by tidge

  1. I am still of the opinion that trying to make "fetch toxic positivity" a thing in place of using a less charged word/phrase like "blind advocacy" or "cheerleading" ... or even a potentially more charged, but in-vernacular use of something like "drank the flavor aid" or "the emperor has no clothes" or "rightthink" is an obvious (and somewhat lazy) attempt to equate some folks support of something that somebody else doesn't like as being inherently poisonous. The workplace examples cited about? Not cool, but they sound more like cult-like behavior with an emphasis on "othering", or at least an attempt at dividing people into in-group and out-group categories of rightthink. It is a real stretch to call out "positivity" as being toxic... it sounds like a term an edgelord would come up with after being called out for "toxic" behavior that was self-recognized as being "non-positive". If person A insults person B... that isn't "positivity" of any sort. If an individual feels they are being poisoned by (or having an allergic reaction to) more than one person disagreeing with them in the same way... that individual should probably disclose their allergy and not simply toss out wild accusations of being poisoned. The blog quote accusing the HC devs of "sins" also strikes me as extremely judgemental, with zero context provided. It is easy for me to imagine that the "positivity" related to the "sin" was that the devs implemented a change that guy didn't like, and some non-dev agreed with the devs approach.
  2. I think the choice of "toxic" as the adjective for "positivity" reveals a lot about both preconceived beliefs and the limited vocabulary of the (blog) author. If the source of the quote was turned off by forum discussion (and not the HC game itself)... they must be incredibly sensitive and likely don't recognize very much autonomy in other people. The author of the article is almost certainly just doing a lazy drive-by 'both sides' piece. Here (forums) I observe a lot of non-dev-team folks explaining why certain things are the way they are, and the potential consequences of certain "drive by asks" in the suggestion forum, but for the most part these are pretty neutral (up to the point of someone posting in a petulant manner, very often the OP)... and the non-OP responses often show more evidence of critical thinking than the original post. Then of course, are the suggestions that are almost certain never to be implemented for which many of us can explain the dev's stated reasoning. I don't think that is "toxic positivity". It strikes me as rather pathetic for a blogger to equate "choice I don't like" with "sin". Pope wolfeyes must have a pretty wild heaven he's trying to get into.
  3. Now I want to see this Ice/Ice/Ice Build that is 'broken' because of the current Epic power pool.
  4. Sure! This was the page 5 build... I may have tweaked it a little since then, but it will be substantially the same. FWIW, I don't think I'd add the new Cupid's Damage/%Confuse to it, as the PPM isn't great and the duration of the confuse is too short (especially considering all the control & KB present). Mass Confusion has %damage to improve drop rates.
  5. I know that @Maltese_Knight isn't the OP, but of all the powers in a Tanker's Invulnerability primary... I never would have guessed that Invincibility would be a power that players would choose to take without adding any additional slots.... especially if playing against +4s. The 'singleton' buff may not look that good, when holding the aggro of a large number of enemies in melee range (yay Tanker PBAoEs) the extra slotting pays dividends in my experience.
  6. I don't like the exploit myself (and don't bother with it)... yet I think there is likely a conjunction of different possible reasons why it hasn't been addressed, including: It may not be straightforward to directly stop the changeling exploit without mucking something else up about the Kheldians. There is probably not consensus on how to improve performance of the Kheldians in the absence of the exploit. I can't speak to #1, but even without using the exploit I often get glitchy results when trying to change forms! As for #2, I think that 'performance' is somewhat subjective. Personally, I find the Nova form to be great up until about level 16, and not long after it becomes a drag. The Dwarf form is a solid tanker, but IMO miserable in terms of clear times. Pure human forms have their own issues, presumably 'for balance'. <- I don't think any of this is news, but it is how I feel about the Kheldians. I understand the suggestions to make the 'human forms' more resilient and/or do more damage... but those suggestion (my opinion) seem to go against the idea that tri-forms are the core identity of the HEATs. Personally, my suggestion to 'improve Kheldians' would lean towards better (i.e. more complicated) scaling of the damage powers in the (especially) Nova and Dwarf forms. The Nova attacks are essentially low-tier attacks that never really get any better (even with slots) than equivalent low-tier Blaster attacks, but the Nova's never get anything else (unlike Blasters). The Dwarfs (available at level 20) are a little better, but their melee attacks are very much low-tier Tanker attacks, they never get the equivalent of a T6+ melee attack (without exploiting changeling). I'm not suggesting new attacks get added to the Nova/Dwarf forms, more that the attacks could maybe be given different (scaling higher) base damage values at higher levels (of the character) for those forms, in such a way that exemplaring down gets the 'correct scale'. They should maybe not be as powerful as the higher-tier human-form attacks, but there ought to be a reason to NOT default to changeling exploits to clear and survive enemies.
  7. I suggest learning how to blast without relying on the epic pool powers to keep you alive. /s Less sarcasticly: the epics/patron pools aren't uniform by design. The dev team isn't keeping a defense or resistance toggle out of player's build until level 41, the game offers pools with different power choices in them, available at different levels, that scale with the level of availability. The utility of that scaling will be different for different players, I don't know why anyone would insist on making all the sets the same.
  8. My comments are not about "totally overpowering". My personal opinion is that a Blaster shouldn't need an epic toggle, yet if they somehow do, there is no content between levels 30 and 36 that require one. Player's (edit) not should ask for 'pure buffs' without proposing a rebalance. The need to take a pre-req choice, and an availability at a later level are part of the factors that make Frozen Armor better (IMO) than other 'toggles' that don't require those things (or a Patron unlock).
  9. The non-patron Epic Pools don't all get a def/res toggle at level 35, nor do the available toggles all take the same sets. (I'll ignore the actual effects of the toggle, except in one case). Arsenal's Body Armor, level 35 Auto power Resistance sets only Dark's Murky Cloud, level 35 toggle power Resistance sets only Electric's Charged Armor, level 38 toggle power, Resistance sets only Fire's Fire Shield, level 38 toggle power, Resistance sets only Force Mastery's Temp Invulnerability, level 38 toggle Resistance sets only (PFF is a level 35 defensive toggle, but it doesn't allow players to make attacks) Ice's Frozen Armor, level 41 toggle that allows both Resistance and Defense sets. At level 41... Frozen Armor looks like an outlier, but it provides better options than the other Epics, and IMO even Scorpion Shield's (level 35) options. An enhanceable 10% S/L defense is excellent! The only similar options for Blasters come from long-recharge pool powers that require even more pre-requisites (e.g. Unleash Potential) If you want to propose shuffling the order of the power picks, there does need to be an accompanying proposal as to how to rebalance the set. Based on the non-Patron sets, it would be far more likely that the "toggle" would end up at level 38 across-the-board, which would still require a pre-requisite power pick. The toggle powers currently available only above level 38 would have to sacrifice some things.
  10. Re: Epic/Patron pools: I'm perfectly ok with the variety of powers in those pools, including what each provides, what level they appear at, and which enhancement sets can be slotted in each. I occasionally get the same feels as the OP, but it is almost never about "looks", or even wanting to toggle an armor ASAP (at level 35)... I'm almost always considering those Epic/Patron powers as a place to slot an enhancement set. Read this as: almost entirely a min-max decision on my part, motivated by my personal desire to have "essentially complete" characters before level 35 using powers from the primary, secondary and non-Epic pools. Specific to Blaster's Ice Mastery... I rather like the variety, progression, and slotting options for it as a set for Blasters. I certainly wouldn't consider either Flash Freeze or Snow Storm to be "wasted picks" for an Ice/Ice/Ice thematic Blaster. If I didn't like either of those powers for thematic reasons, I think I'd also dislike Hoarfrost and Hibernate too... which would probably just drive this guy (points to self) to another Epic/Patron set to get an "armor" toggle.
  11. As noted, the target cap is 10 (enemies). It is typical that my Invuln Tank has more enemies close by than allies. While my Tankers will run Maneuvers, they rarely also have Tactics. It isn't so much that I mind running ally buffs on a Tanker, it is more that the builds get too tight for it.
  12. I think that Spirit Tree (and Triage Beacon) are vestigial powers from a completely different era of the game, in which: Leveling was slow (including different debt profiles) Fitness pool was not inherent There were fewer pool choices with more utility at the levels of Spirit Tree and Triage Beacon, especially (but not limited to) travel powers at level 4. Notice I didn't have to initially list all the other reasons I prefer to not take such powers: Inspirations can be used on-demand Greater accessibility to enhancement set bonuses/globals (regeneration, recovery, but also Defense and Healing/Absorb) 'fast-moving' through maps I agree that there can be content where such a power offers some demonstrable utility; but generally I find them to be inferior power picks compared to other options.
  13. I agree about the pillars, although I think name and costume are typically more egregious. Some folks write-up a bio, some don't. This is not to say that I haven't seen a character with an obvious costume and name from an existing property that also had a bio that could have come from a comic-book wiki. I have a couple of characters that I created after inspiration from another IP (or a remix of more-than-one). Names are right out, and using obvious non-clever names isn't really my thing. If the costume isn't close... pretty much no one should care. If the costume is close, and the name I choose echoes (even slightly) I'll write a bio that makes it clear (at least in my head) that this character is its own thing. When inspired by another IP... I tend to gravitate towards slightly more offbeat choices than "four-color comic books", and for me the challenge is more about finding an AT/power-set combination that can channel the feels more than trying to copy a costume and name.
  14. I smell what you are cooking with the Invulnerability Tank, I have one that performs really well across all content (including boosted Shadow Shard). There may be a case to be made for Super Reflexes. I haven't taken SR Tankers through as much (in terms of variety of) content, but I found them to be more boring than Invuln, at least once I had a handle on how much I could rely on Scaling Damage Resistance and when a burning of the green bar should be troubling and when it was just business as usual. That being said, I do have a few bones to pick with the slotting choices on the Invulnerability primary: I feel like the suggested slotting of Invincibility and Tough Hide is inferior to something like: Level 18: Invincibility (A) Luck of the Gambler - Recharge Speed (*) Shield Wall - Defense: Level 50+5 (*) Shield Wall - +Res (Teleportation), +5% Res (All) (*) HamiO:Cytoskeleton Exposure (Endurance/ ToHit/Defense) Level 22: Tough Hide (A) Luck of the Gambler - Recharge Speed (*) Luck of the Gambler - Defense (*) Kismet - Accuracy +6% Obviously I'm shuffling Scaling Damage Resistance to somewhere else (in place of a LotG), but the Auto boost from Tough Hide is where Kismet should go, and underslotting Invincibility seems like a crime against the AT. I've copied in my slotting showing that I'm trying for +Regeneration boosts in addition to simply boosting the Defensive attributes. 3-slotting Shield Wall would be a good thing for a Tanker (more HP) , but I decided leaning into each of the Hami-O boosts to be slightly preferable. I often drop the Gaussian's %Build up in Invcibility as well. In the current game, Invuln has much less of a "Psi Hole" than in the distant past, so there may be little need to try to patch it, especially if the ATO +Res is in use. MMV based on content I suppose. It also appears to be lacking a Power Transfer %Heal, which is far more important to an Invuln (or any, because of HP) Tanker IMO than an Impervium Armor Psi Resist piece.
  15. Is there a sort of playstyle you prefer? Is there some specific content that you want to focus on or avoid? Storm Blast is perfectly fine on Blasters, but it is slightly slower (in terms of dealing max damage efficiently) than other primaries. The Fire Manipulation secondary leans rather hard into melee range... the primary doesn't restrict you from this, but it is highly ranged focus (like most Blaster primaries). I point this out because having some idea of what you want the Fire to do can give us a better idea of what to suggest.
  16. Slotting the Robotic Henchmen does feel like a calculus assignment! Supremacy only goes so far in helping the (especially lower-tier) henches in non-Incarnate content, and as noted if Endurance slotting is ignored, the henches will end up standing around not fighting. I know the game offers some ways to mitigate inferior Endurance Reduction slotting, but the henches perform best when they don't require micro-management and TLC. I also feel that MMs got a little bit of a raw deal with the ATOs, since they can only be slotted in the Henchmen powers (and for primaries with a pet summons, plus the extremely limited number of secondaries that offer a single power). I don't think any other AT ends up being so severely limited in terms of choice of where to possibly slot their ATOs. I understand that aside from "Universal Damage" there aren't really that many choices of sets for henchmen that can boost Accuracy, Damage, and Endurance Reduction... yet I feel like if I could slot some of the MM ATO pieces in primary attacks, or even pseudo pets I could not just improve the performance of the MMs but have some more variety in my builds too.
  17. I usually only 2-slot Alpha Barrier. (Ribsomes) I see the bonuses you are going for, but I think the slots could be better used elsewhere. I usually 4-slot Gamma Boost. The more Health is smart, but this is where I drop a Power Transfer %Heal and 2x Numina (+Recovery/+Regen, Heal) for extra healing on this resistance-based primary. IMO no Tanker should be missing a Power Transfer %Heal piece. I tend to skimp on slots in Fallout Shelter, treating it very much like a mule (for SteadFast Protection). It has relatively meager base values for enhancing IMO. Radiation Therapy shouldn't need a Theft of Essence +End piece in it. I put the Gauntleted Fist Recharge/%Absorb in it, and two pieces of Touch of the Nictus (Heal/Recharge, %Negative) for the HP bonus. I wouldn't bother with an Achilles' Heel %-Res in Beta Decay; I'd just slot am Enzyme (Endurance Reduction, -ToHit, -Def). You shouldn't need the Endurance Reduction, but I think this sort of piece is the only option to boost both of Beta Decay's enemy-affecting properties. I have only a couple minor notes on Ground Zero: I use 2x (boosted) Fury of the Gladiator in it (Accuracy/Endurance/Recharge, Damage/Recharge). The Eradication %damage is Energy, the same type as Ground Zero itself, I usually opt for off-type %damage when I have the opportunity. I don't sweat adding %Lethal or %Smashing to an Energy-damage attack. Weave looks to be overslotted to chase a bonus, Meltdown appears seriously underslotted. Meltdown is a high-grade T9. I happen to have it 4-slotted with (boosted) Gladiator's Armor, not for set bonuses but for the global and maximum recharge. As for the rest, the only specific suggestions are: I would franken-slot/boost Rage for as much Recharge as you can get out of the three slots, or just use two slots with (boosted) IOs. Even more ToHit isn't nothing, of course... it just may be not needed. You could still have 2 boosted pieces of Adjusted Targeting for level 45+ content with frankenslotting. I feel like at least one (maybe both) of the +ToHit from Rage or the Kismet piece in Combat Jumping is overkill. Melt Armor is probably going to be a more reliable source of -Resistance than any %-Resistance... even considering the long recharge time and the necessary ToHit check. I usually 2-slot this with boosted 50+5 Analyze Weakness pieces (Accuracy/Recharge, Accuracy/Endurance/Recharge). The %-Resistance in Ground Zero is probably fine, but I think you'd get better total damage from another %damage piece.
  18. I feel like you are making a specious argument about slotting choices. There are (by my reckoning) six important "pet" globals that contribute significantly to henchmen surviving, making them better at bodyguard and better at sustaining DPS, From Recharge Intensive Pet damage: Call to Arms, Defense Aura Expedient Reinforcement, Resistance Aura From Pet damage: Edict of the Master, Defense Aura Sovereign Right, Resistance Aura From the Mastermind ATO: (Superior) Command of the Mastermind, Defense Aura (and Recharge time) (Superior) Mark of Supremacy, Resistance (also some Regen, and Endurance Reduction) There is one other "pet global" from Commanding Presence, but I tend to ignore it. There is a Pet-specific %Build Up, but that isn't a global, it is tier-specific. A Robotics Mastermind primary has only 18 potential slots (divided between 3 tiers of henchmen) to slot those six pieces. This is one-third of the potential slots! A Thugs MM has 24. If a MM has a power in a secondary, they might be able to slot a couple of the aura pieces in it... but this is quite rare. Storm has it best I think with Tornado (IIRC it can slot all three categories I listed for MMs), and Traps with Seeker Drones as mentioned earlier. AFAIK there aren't any pool powers for MMs to slot those pieces. A Stalker that wants to slot a global piece from one of its ATO typically has 7 different powers (with up to 6 slots each) from its primary to drop one of its ATO globals in (I know the stalkers ATOs aren't globals, but this is an argument about globals, not procs)
  19. I only solo, no multi-boxing. No judgement, just me wanting to be upfront. On my solo Robotics, I used the MM attacks to draw/keep aggro... with some tricks... so I didn't notice a big change except that I couldn't rely on the henches to nearly-AFK solo things like GMs any more. I'm a 100% aligned with being sour about the lack of a non-hench power in the primaries for some of the MMs to casually slot with the global pieces. At least 'bots got the KB (mostly) removed, which saved a further precious slot on each tier. I was hoping that one or both of the reworked upgrade powers would be allowed to slot those pieces, even if such a thing makes no sense otherwise. I think the "slot tax" was referring to a primary like Robotics, and the globals (e.g. +Def Aura) which only can slot into the actual henches, which means sacrificing a potential other enhancement... could be just an attribute (Accuracy, Damage, Endurance reduction), could be a piece like the %Build Up, could be a %proc, could be for a set bonus. Other sets (like Demons, Thugs) have another non-hench power that can mule those globals with only limited impact to what those powers ultimately bring... so the henches can be "better enhanced" in those sets (because they don't 'burn slots' on global pieces).
  20. I can believe this. Even though the individual damage of the Robotic Henchmen was worse and included KB, the stacking -Regen that required almost no effort by the player was pretty useful for mindless activities like farming, or even AFKing on giant monsters (although the GM revamp had a bigger effect on that). The niche area that got obviously better for Robotics (in terms of clear times) was soloing with only the Assault Bot. I make no excuses for just how niche this is, but I did try it before and after the revamp. It isn't great now, but it was PAINFUL before the revamp. The other Robotics changes were IMO a net plus, with the change to slotting the first upgrade and the Maintenance Drone... those cover a lot of ground that makes it less critical (solo) than before about choice of secondaries. Obviously multi-boxing can cover all sorts of ground (heals, buffs) better than any solo build.
  21. Thanks for the reminder! ... and the trip down memory lane. For my Robotics/Traps build, I vaguely remember trying to leverage Seeker Drones to hold the globals from Edict of the Master and/or Sovereign Right, but my choice of mule powers (and lack of free slots) made that choice a bit of a wash. I also remember being somewhat annoyed that the Seeker Drones could not take Recharge Intensive Pet pieces!
  22. The only part of the game that feels (to me, YMMV) more like a 'time sink' (as opposed to immersion) are those day 0 contact arcs that require back-and-forth travel between a couple of open-world contacts. I do still roll my eyes on the Day 0 arcs that require jumping from zone-to-zone many missions in a row, but that became less of an issue once travel powers became available at level 4 and certainly not a problem with veteran/prestige travel options.
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