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Everything posted by dukedukes
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Making that info generally available in a sticky would help. Even better if on the topic submission you had a toggle for "mod only" visibility, very similar to "hide topic".
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A private or mod only suggestion option would be good to not lose out on ideas, this would address what appears to be the OP's main point of attracting more suggestions. You do need slightly thick skin and somewhere from a decent to strong understanding of the game to handle the feedback you'll get.
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How to make a better tanker, no expensive IOs needed ;)
dukedukes replied to FirstRingOfSaturn's topic in Tanker
It's nice for the tank to get a few seconds lead time over the team to group up mobs that tend to run into melee and getting at least one taunt out on mobs that don't. If the tank leaves like 10 or 15 sec early they're just not a very good tank IMO. It is what it is, try to have fun cleaning up the scraps. It's not just tanks that are guilty of this. I do it playing a fire blaster to keep nuke on CD as much as possible, and nuking a pack no one else is attacking is a more optimal use of a nukes damage, I at least kill the bosses too. The worst case I've seen is confuse controllers running ahead solo wiping over half the pack with confuse, goodbye xp... -
Stuff That Should Do Trawl/Pull Effects
dukedukes replied to Kaballah's topic in Suggestions & Feedback
I agree for Detention Field, I can't find a use for it, but the other powers are in a good spot IMO. I wrote a Grav/FF guide (in controller section if you want to find it) that utilizes Repulsion Field as its second best power for grouping mobs. It's mostly good thanks to Singularity making RF easier to use. I'll try an FF corruptor some day to see how good RF can be without sing, I know it won't be remotely close but I'm still curious. -
Yeah the 10ft version given to blasters is strange... I wouldn't think blasters would get this at all because the 10ft radius doesn't really benefit them. Melee could have used this a bit to hit more targets with cones, it would have been usable, but still the cooldown is way too long.
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Black Hole is not for nukes, it can still benefit 15 ft or less AOEs and cones, so there is a purpose to the power. I agree it's too weak though. I would like to see a pseudo-pet persistent trawl effect that lasts a few seconds at least similar to singularity, same radius (20ft), and a shorter cooldown (120sec -> 90sec). I don't understand the 1frame or conditional intangible part, unless it serves a purpose it should really just go in the bin.
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Pylons are equal level so you get full -res value. Pylons also have 87% regen resistance so anything doing -regen will be undervalued with these tests. It's an example of why pylons are not a perfect test, but it's something.
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Just a grav perspective here: You need to use Sudden Acceleration on Singularity to disable its knockback, Overwhelming Force doesn't do the same thing but it might disable the KB on sings Propel? I don't know for sure. I don't use Overwhelming Force and it doesn't cause a problem. You may want Overwhelming Force on Power Blast instead as it looks like it'll knockback. I assume you are familiar with Singularities trawl effect? You want the pet in the middle of the group of enemies so they all get grouped up with sing. You can use goto commands for this now with the latest patch, but Teleport Target is more consistent and accurate, so I'd recommend getting it. You would want to make use of the pet stay command after the TP so it doesn't try to move around. This is the strongest thing a grav can do so you should try to capitalize on it.
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Stuff That Should Do Trawl/Pull Effects
dukedukes replied to Kaballah's topic in Suggestions & Feedback
It's not that powers like Axe Cyclone shouldn't exist, I'm arguing for classifying it as a support power. Using repel or kb powers to group mobs is a synergy for everyone on the team, it seems like a control/support role should be doing this. The change to Black Hole mimicking Axe Cyclone I thought was a great change and I argued for it to be buffed, I'd like to see more of these powers be created but with the classification I'm arguing for in mind. Melee and other AT's can have repel powers but with reduced effectiveness like the blaster secondary repel powers (arguably a bit better). So, the fun can exist, you just have to play an AT that owns the effect to do so at full strength. It's the same reasoning that will drive you to play any particular AT, tanks for tankiness, blasters for nukes, etc. -
Stuff That Should Do Trawl/Pull Effects
dukedukes replied to Kaballah's topic in Suggestions & Feedback
Of course people like it, it's too strong! People like strong things. You should understand my perspective is about balance and maintaining AT integrity, popularity and thematic intuition (axe cyclone is barely thematic but your suggestions are) are low on my values list. Before HC all the repel powers belonged to control/support sets and it should have stayed this way. Single target or a small cone repel wouldn't be a big deal, it's typical for AT's to get weak versions of things from other AT's but Axe Cyclones 15 ft radius and ~7 sec cd (after recharge bonuses) is wayyy beyond this. I've never seen anyone else do it either, just me, but it's very strong. Hopefully more try it over time, I wrote a guide to help bring attention to it. I can talk all day about how good Repulsion Field is, there's a lot of depth and challenge to using it well. If a power makes another power more effective I'll stick to calling it a synergy. -
Stuff That Should Do Trawl/Pull Effects
dukedukes replied to Kaballah's topic in Suggestions & Feedback
Axe Cyclone was a mistake, not sure how the devs feel about it these days but the power breaks AT identity IMO. It's too much utility for a DPS/melee AT. Using it as a precedent for more DPS AT's getting trawl is part of the disease this change created. More support AT sets having trawl/repel effects is cool, though nothing should be more effective than Singularity's trawl, being Grav's t9 power. There's a decent number of these powers now but a few more wouldn't hurt IMO, here's the actual repel/trawl powers for reference: Singularity Black Hole Hurricane Repulsion Field Telekinesis Axe Cyclone (my designer brain had a hard time typing this one) kins Repel is knockback, i'd put that in a different camp but it comes close-ish to the same purpose. Same for sonics repulsion power. There's some other repel powers but they're goofy and not nearly as useful, though still fun. Grav does not need more trawl powers, it already has the strongest one. I use Repulsion Field as much as possible on my Grav/FF character, the power becomes god-like if you use it to push mobs together instead of further apart, and is incredibly more effective paired with Singularity. Hard to use but there's huge payoff if used well. If you use a scatter/fear power you counter the downside with a control/immob power. This creates synergy which is arguably a good thing. Balance wise these scatter powers should be made stronger than other powers due to their downside. If you counter the downside you capitalize on their increased strength. I'm a grav main and I use dimension shift when I get in over my head to become immune to damage. I wouldn't mind if the power changed, like if it did more than an immobilize, but the phasing it does is unique and should stay IMO. -
Yup, seems like knockback and repel modify Blast Off behaviour.
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These distances are too big for melee to use it, it's definitely not a 10 to 15 feet adjustment, that's what a tankers -range gets you. We're looking at a distance of 60 feet with 25% -range in an average case to do an out-range pull instead of 80 feet right now. The suggestion is a marginal improvement, I don't consider this overreach. The large movements are still necessary, a 25% -range slightly lowers the distance and should (not always) allow for you to still be in range of other targets so you're not sitting on your hands during the pull. Melee would prefer any other version of taunt.
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I thought about the specific -range value that could work well. There's a possibility of using @Super Atoms suggestion of basing it on an AT value but at the low end ~37.5% would be good as this will be reduced by purple patch to around 25% vs +3. This is around the value I expect would prevent an immediate counter-attack after provoking in most cases, and the out-range distance would still require you to extend yourself a good ways away from where you want the mobs, but close enough so you can try to be useful in other ways while waiting for the mobs to kite over. This would make the power more useful but still laborious to use. Auto-hit has value, especially for utility powers. I think a lot of people would give something up for an auto-hit power. Consistency has value. I only consider taunt useful as a grouping tool, the use cases for simply holding aggro as a non-tank are too slim to consider. Preventing runners (inefficiently), helping a teammate who got too much attention, I can't think of much else. I've used provoke on AV's to help squishier players when we lack a tank but that's about it. Yes you can corner pull and sometimes this works out great, other times not so much. I went into detail on this describing my pull process. I have this power often and because of the lengthy and inactive pull process it heavily limits if the power can be used. I see scrapper taunt as not being applicable to the same scenarios, I wouldn't use it more than a couple times a fight. If I see a boss on the outskirts I'll go ahead and taunt them in. A bunch of Lt's and minions? I wouldn't. It's a weaker version of the tankers taunt mainly expressed through its limited use cases. Provoke is also a weaker version of tankers taunt, but looking at Provoke as a weaker version of a power of a weaker version of power (provoke < confront < taunt) isn't necessarily the frame of reference I would use to look at this problem, I would instead look at Provoke as a different and distinct weaker version of taunt. The Provoke I'm proposing in my suggestion would absolutely not be used by a scrapper or any melee because it isn't enough -range. If they tried to use the power the mobs would stop very early, the scrapper would have to run away from all the other enemies for the taunted mob to close in, that's not going to happen. Melee need larger range reductions, they can't compromise so much on every single use of the power. The suggestion still leaves Provoke as a power requiring you to perform several other actions to effectively use it as a grouping tool, it is better than scrapper taunt in some ways and worse in other ways. Both would be separate and distinct weaker versions of the tankers taunt. This is a point I care about quite a bit, which is AT identity. I wouldn't want Provoke to dominate Taunt or get close to its effectiveness, that's why Provokes other three weaknesses are fine, I just think it needs a small range reduction to make it usable in more scenarios than it is now. If the devs value -range highly enough even at lower values then so be it, that's up to their judgement, I can only raise the suggestion and I'm fine with disagreeing on perceived value.
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I have pointed out power pools should be weaker, Provoke passing the boolean state of being weaker is too simple of an argument. I listed four weaknesses and pointed out many of them make sense. The question is about scale or how much weaker the power should be. Let's exhaust the steps to complete a taunt pull for two characters: Tanker 1. Maybe move to target but probably not 2. Press Taunt 3. Very rarely some enemy types may have gigantic range, moving 10 ft could do the job in most cases I suspect Provoke 1. Likely move to target as you could be positioned anywhere and have shorter range, not the middle of a pack like a tanker 2. Press Provoke. Because you are closer and with lack of -range the targets may attack you immediately which slows the pull 3a. Move 30-80 ft away from where you want the mob to run to. There is a big cost involved in this movement as you may not be able to use some powers effectively at your new position 3b. Maybe you block line of sight if it's feasible. This position may prevent you from using powers on any enemies til the taunted target reaches its destination but this isn't always the case. The best case is very similar to a tank! It doesn't always work out this way though 4. Wait however many seconds til the enemy reaches the destination. Depending on pathing this could be your entire taunt duration or more in really bad cases. Pathfinding can suck 5. Move back to where you would prefer to be I still use Provoke and may be the only person who does but the dance I do to make it function is a bit much. I'm cool with jumping through hoops to make it work, I'd just like the hoops to be a bit closer together. Please compare this process to the abomination that is Fold Space. The pool looks dated, the ST fear CD seems too big, Unrelenting's stats are nothing special for its uptime though the rez is cool. The AOE fear is fine. If there were a rework I'd like to see a toggle, I don't really care what it does in terms of debuff, damage, etc, but it should have a radius that pulls mob aggro like a taunt aura with or without taunt, much like poisons Venomous Gas pulls aggro on nearby targets.
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It could be. I posted a bug for this, hopefully it doesn't nerf a future characters taunt.
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Brute taunts apply -range to the main target or all affected targets depending on power set. I guess this could be a differentiator between power sets but it seems like it could be a bug, so I'm making this topic just in case. Examples: Battle Axe, main target only: https://cod.uberguy.net/html/power.html?power=brute_melee.battle_axe.taunt&at=brute Fiery Melee, all affected targets: https://cod.uberguy.net/html/power.html?power=brute_melee.fiery_melee.taunt&at=brute As a taunt enjoyer I don't think applying -range to one target would be a good differentiator between tanker and brute, in case that's the intention.
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IMO Brutes should reduce range for all affected targets. It would be unfortunate to select a primary based on the taunt behaviour.
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Apparently Brute taunts are all over the place, I never play them so that's news to me. I tested with Fiery Melee and it reduces range for all targets.
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Maybe it varies between mobs but tanker -range is 75% when applied to its target, probably due to some -range floor on the mobs attribute sheet. This is what I see using the power analyzer anyway. Brutes taunt does apply the -range to nearby targets but you're right about scrappers taunt being single target. Scrapper taunt is also a 3 second recharge vs 10 seconds for everyone else, so scrappers taunt is situationally more efficient (taunting 2+ stragglers not near each other). Scrappers aren't tanks so the suggestion wouldn't hurt their identity much. Scrappers do also get the lovely auto-hit behaviour. The suggestion asks for a marginal improvement toward the core purpose of why anyone would use taunt in most scenarios. A 25% or 50% reduction would require extra effort to make it work, you'd certainly have to make up the difference in range by moving your character to kite the taunted mob where you want it to be, so the disadvantage implied by Provoke being a power pool power would still apply.
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Letting go of Def and giving in to the concept
dukedukes replied to hoodedKitsune's topic in General Discussion
Building defense is an issue of reconciling what you want vs what you need. Some characters need high defense to function, you may prefer to play aggressively potentially taking alphas not as a tank, or the content is more demanding (unless you put on the Barrier kid wheels). For most players and builds you don't need to go nuts on defense. If you really enjoy a particular character you should experiment, respecs are cheap. Try dropping the fighting pool and see how it goes, and other things. On my favourite character I've performed dozens of respecs to fine-tune them. For team play the characters I've seen that may want higher defense investment (to what degree varies) is generally any character hanging out in melee range like blappers, some doms, scrappers, tanks, anyone with an aggro aura (poisons Venomous Gas, etc). My grav characters are played very aggressive so I max ranged defense for those. -
The entire Presence pool could probably use a rework or rebalance but for this topic I'll focus on Provoke. My stance is Provoke is drastically weaker than melee taunts, it's still usable but I think it could receive a bump in effectiveness in one way, but first I'll show a comparison: Provoke uniquely (for taunts) requires an accuracy check in pve. The Melee_Taunt AT value (this modifies your taunt duration) on characters you would take this power on (non-melee) is quite low, the taunt duration is only 8.24 seconds compared to 23.1 seconds for a scrapper taunt or 41 seconds for tankers. Even Sentinels get this awful duration. 10ft less range than melee taunts No -range reduction. Melee taunts apply -75% range, so when you taunt most mobs will run straight to your face. The first 3 downsides listed can be improved with slot investment, which is great. I think power pool powers should require more investment to be feasible to use. Let's talk about the -range though: melee basically just get their taunt power for the -range, and Provoke doesn't get a lesser version of this, it doesn't get -range at all. My suggestion is to give this power a lesser version of the -range debuff, somewhere between 25% to 50% -range. I'll address the main argument against this change. A ranged player could Provoke and stay at a far distance from the target to never get attacked, this is a good argument! My counterpoint to this is this is possible anyway with enough +range, Provoke then would only enable this strategy in smaller areas where you can't stand far enough away. This change would improve the usability of Provoke for the general use purpose of why you would taunt in the first place: to get mobs to run to you. Currently with Provoke to get mobs moving you have to move very far away beyond their range or line-of-sight. Having to move away less would make the power much more usable, but still appropriately weaker than melee taunts.
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Nice work! It's disappointing grav parses so poorly, you'd hope it would be closer to the top for single target given its "damage" powers and not so hot for 4x8 naturally.
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I agree and did recommend changes to make Black Hole better, hopefully it's revisited.
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Jaunt is worse than combat TP primarily due to the activation time, the recharge on it could be a problem in some scenarios. The range on Jaunt is nice though. The experimentation power pool doesn't have much that interests me personally though I'm sure there's some merit. I like everything in the TP pool so my perspective is there's minimal cost in building toward Fold Space. Certainly worth the sacrifice of a defense power, for me at least. I laid out several points already so I won't repeat myself much, but I think in the right scenario to use the power you're going to double or triple the amount of targets you're hitting, which translates to double or triple the damage, cc, debuffs, and for tank taunt auras, aggro. You seem to be reacting to the conga line that forms sometimes, an aoe (not cone) can hit a good amount of targets on the conga line, likely not every target but enough to get good value. The things other than damage I listed are important for more difficult encounters, but even on tutorial difficulty (popping Barrier, etc), the damage increase and combat simplification is enough reason for me to pick it up. Your head is in the wrong place, no alpha or other incarnate power will help you, all that matters is relative level and teleport magnitude. I'll tell you about MSR though: There are two ways to group mobs in MSR, the goal is to get the mobs in the bowl where everyone is, keyword here is IN the bowl, not the rim of the bowl. The typical approach and what I would recommend is playing a tanker and getting aggro on the rikti that spawn next to the grates then pulling them to the bowl via out-ranging or line-of-sighting the mobs into the bowl. You might want to group the mobs before the bowl to refresh the timer on the taunt from your aggro aura so the mobs don't get distracted on the way in, use your own judgement but I would not park the mobs on the rim of the bowl as your team could get in the way. Usually you'd taunt a grate to initiate the start of your pull (nearby rikti become aggro'd to you) but you can Fold Space to get aggro too even if you can't TP the bosses. I won't bother mentioning the second way because it's too hard for most, mysteries can be good.