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Call Me Awesome

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Posts posted by Call Me Awesome

  1. 2 hours ago, Darkneblade said:

    Can we add hidden enemies like stalkers? as ambushes I mean since putting hidden enemy out in the open seems kinda pointless. And maybe a way to hide enemy rank because why not ? 

    Maybe, but then they'd appear in Kill All missions.  It's enough of a PITA to find that last mob without also having that last mob or group invisible.  If you have a mob invisible I can almost guarantee that it'll spawn in an out of the way location and get missed, then you go up the elevator and the ambush chase gets broken.  Or it doesn't aggro on you in the first place.

     

    Of course the solution is to eliminate all Kill All missions from the game, with extreme prejudice.  Particularly in blue caves. 

     

    On the whole power creep problem we could have mobs start getting a small buff as we go up in level, maybe they stay as is until 30 then get slightly stronger each level up to 54?  A straight damage increase of 1% per level from 31-54?  Increasing their to hit penalizes defense builds more than others but possibly a simple accuracy increase so that at 54 each mob's accuracy bonus is one rank higher?  A simple HP increase just increases the tedium of pounding on a bag of HP but a proportional, minor increase per level will keep pace with player improvement.  I'm not sure how doable this may be with our current game however.

  2. 5 minutes ago, Redlynne said:

    Funny you should say that, because while I've been reading the responses in this thread I've been wondering if a port of Spring Attack (minus the Knock effect), but done as a Single Target "attack" that teleports you to your $Target while still retaining all of the current Scrapper Taunt power effects would be a worthwhile upgrade.  Basically convert the power into a Taunt+Gap Closer, so as to properly live up to the power name ... CONFRONT ...

     

    The "legacy" Taunt powers were all about making Them Come To You.

    Why not reconfigure the "Confront" powers (that also Taunt) for Scrappers be all about making You Go To Them ... in the blink of an eye ... (so to speak) and grab ALL of their attention onto yourself.

     

    If nothing else, it would give Scrappers a UNIQUE Gap Closer (via teleport to $Target) power that they've never had before and would set them apart from other Archetypes.

    And it would also give Scrappers a rather "signature" way of dealing with Runners ...

    You know, I hadn't though of this, but it makes sense.  While I don't have much if any experience in other MMO's I have heard of this kind of thing, a "wild charge" at a mob to instantly get into melee range.  It would still be a limited use power unless it was changed to incorporate damage... and then the questions of "ST vs AOE" and "How much should it do" come into play.

     

    The devil is in the details but this idea has merit IMO.

    • Thanks 1
  3. On 3/15/2020 at 6:02 AM, Haijinx said:

    Why Mass Effect?

     

    I don't see the similarity. 

     

    Mass Effect was great.  Too bad they never made a sequel.  

    Yeah, the Mass Effect series was great, but there's not much similarity to Fallout other than they're both single player RPG's.  I do wish they'd make a sequel to ME3, disregarding the truly terrible ending.  Andromeda was interesting, but a pretty big step down from the earlier games. 

  4. I had a friend try to mostly solo one of those back in issue 3... he was too stubborn to abandon it for something that could deal damage.  I think he managed to get to about 20 mostly using the ST hold & Brawl before he finally threw in the towel.  This was pre-containment, pre-controller buffs... and also pre-AOE nerfs.

     

    Why solo you ask?  I have no clue, likely because he wasn't on when our other friends were and didn't want to start over with a more solo friendly character, and never formed or joined PuGs.  I've no idea how many hours he had in it but when he rolled a Scrapper next I do know he got to 20 in a couple days.  For those who weren't around back then it was common to take 250+ hours to reach 50 on a fast leveling character; level 20 usually took more than 15 hours.

    • Like 1
  5. 6 hours ago, Force Redux said:

    I'm probably weird, but I take leadership on every character. Even my stalkers. And especially my support charterers (defenders, controllers, MMs). 

     

    Always Tactics (I hate debuffs on perception, such as Arachnid), and either Maneuvers or Assault depending on AT/build. Vengeance if I have room.

     

    This is coming from someone who never takes Fighting. Even on my Tankers. I'd rather take something that benefits a while group then just myself. I team 98% of the time. YMMV.

    Assault/Tactics goes on almost all of my damage dealing characters as well as all of my support characters.  Tankers are the only exception because I'm working with generally extremely tight builds and may not have room.  That may get some revision with the latest changes to Tankers now that they get Controller numbers out of the pool.

    • Like 1
  6. I've played several Scrappers to 50 over the years, BS/Regen, BS/Shield, Spine/Regen, Spine/Elec, Street Justice/Invuln.  In general I think Scrappers are in a pretty good place right now with a few powersets needing attention.  The AT itself I think is fine with a good balance between Scrapper/Stalker/Brute.  

     

    What comes immediately to mind is the current state of Regeneration; while it's far from unplayable it is one of the poorest performing sets and it really only shines with a primary able to give it a boost like BS with Parry, or with fairly drastic IO defense bonuses.  I've found that my BS/Regen from way back in issue 3-4 was still competitive in the later game mainly due to Parry's help with Melee defense while my Spine/Regen became very squishy and was mostly retired after the issue 5-6 nerfs.  Here on Homecoming I have a Fire/Regen Stalker I built for soft capped S/L defenses and it works quite well; I'd assume that a similarly built Scrapper would be much the same.  Still, it needs considerable help to be competitive, either from a Primary or from a fairly defense focused IO build.  The big question is how to accomplish this without overbuffing it.  One thought is to go back to toggle Instant Healing; with ED caps now in place the set won't have the runaway unkillable status it had back in the old days but it'll still be competitive with top sets like Shield.

    • Like 5
  7. 5 hours ago, Without_Pause said:

    I'll take Maneuvers over Assault. Even more so for a Dark/dark. You can leave Maneuvers with a single slot just like Assault. You can actually slot Maneuvers with an IO worth a damn.

    It all depends on the build.  Assault/Tactics are IMO a given, if you have no other source of defense then Maneuvers may be optional with it's 3.5% 2.6% base.  Assault gives you an 18.5% 15% damage increase; something that's universally useful.  Another 3.5% 2.6% defense (5.4% 4.1% slotted) may or may not be useful depending on your other choices and teammates.  Personally unless I'm building for over 20% defense already in a build I don't bother, much lower than that and another 5% 4% doesn't make a lot of difference.  Going from 0 defense to 4% defense is fairly pointless.  Going from 20% to 24% is more so, and going from 41% to 45% is huge.

     

    Edit

    Oops, I gave Defender numbers.  Well, with Controller numbers it makes the point even stronger.

    • Like 1
  8. 2 hours ago, Razor Cure said:

    I cant remember where I read it, maybe on the Live forums, but someone suggested giving Unstoppable a sorta repel/kb effect, to show that you are in fact..Unstoppable, and pushing mobs out of the way (picture the Juggernaught stomping through a crowd). I think something like that would be a fitting and unique mechanic.

    I'd give a hard no on that, what use does any melee character have for a power that tosses mobs out of melee?

    • Like 1
  9. If you're just starting out I usually suggest a Scrapper as a first character, they have very good damage and are durable enough to be forgiving of new player mistakes.  It's really hard to pick a bad combination but for a really easy to play combination while you're learning Claws/Willpower is about as easy as it gets.  Fast animating and recharging attacks so you don't have to wait on them to recharge and a "set and forget" secondary you won't have to manage.

     

    If something else really catches your eye then by all means play whatever seems like fun; there's 1,000 slots available to you for different characters!  My personal first character was a Blaster way back in 2004, I found it was hard to stay alive and got frustrated with constantly getting killed so I rolled up a Tanker.  That Tanker became my first level 50 and my most played character... years later I tried another Blaster and really enjoyed it having more experience and skill so I wasn't admiring the floor constantly.

     

    If there's an AT that catches your eye you may want to drop into the forum for that AT and get some advice on different powers to choose, some combinations work extremely well and others may require a lot of work to make them work well.  There's not a powerset combination in the game that can't function however.

     

    One question, if you're planning to play solo a bit there's some AT/power combinations you'll want to avoid.  A Controller with the Earth/Radiation sets is an excellent team player but a terrible solo player due to low damage output for example.  A Fire/Kinetic Controller can be good at both on the other hand.  Some sets are good in the early game and some are slow to start and don't get good until later on in levels as well.

  10. 14 hours ago, trogenion said:

    thinking something along the lines of the AT ones where one of the enhancements provides a boost particular to that set example could be, for street justice add in a proc chance to give an extra combo point

    just tossing out ideas for more vairety i suppose, but this would be a huge thing with all the power sets in game

    Sounds like it would be nice, but it also sounds like it would be a lot of work.

     

    If it happens I'd think of adding a couple of inherent "modification" slots where you could toss a proc like you mentioned and/or something like a global KB/KD proc.  If it happened I'd bet you'd see a LOT of characters slotting that one.

     

    Still, not having any clue about the state of the game's coding it could be a big ask.

  11. I'm starting a new thread for potential changes to the Invulnerability powerset's Tier 9 power Unstoppable.  There was a discussion on moving it to the T2 power here, something I strongly disagree with and I thought I'd pull out the ideas I had for changing it.

     

    I'm firmly of the opinion that all powers in a set should have a valid reason to be chosen and there should be tradeoffs for skipping one for another... that would seem to be even more true for the T9.  As it stands now most Invuln characters skip Unstoppable since the crash is not worth the benefit.  At best it forces you to wait out of combat for it to drop and you to recover from the crash, retoggle all your armors, recover HP and Endurance and then continue on.  At worst, and most commonly, it causes you to hit the floor 3 minutes later and leaves your teammates to kill the mobs without you, then you'll need to rez, recover and retoggle.

     

    The concept of a severe crash is a relic of the early days of the game, newer powersets don't tend to have these drawbacks and even the thematic Blaster Nuke crash has gone the way of the dinosaur.  We have the example of Shield for how a similar armor power can be beneficial without being a suicide switch.  On it's own Shield is pretty comparable to Invuln in raw durability both at base levels and with an optimal IO build.  One with the Shield however is a genuinely useful power for tight situations with a much lesser crash that with minimal attention doesn't detract greatly from the character's survivability.  

     

    If I were redesigning Unstoppable to be a useful power in today's game I'd go about it something like this:

     

    1. Drop the +Res from 70% down to around 15-20%.  As it stands now the 70% +res is drastically overkill; it's utterly trivial to hard cap S/L by simply taking Tough and it's pretty easy to get E/N/F/C to 50% or above without extreme IO building.

     

    2. Either leave the +Recovery as is or perhaps slightly reduce it.  With all the +recovery IO's currently in the game this aspect isn't a huge deal.

     

    3. Cut the HP and End crash down to 25%-50% range.

     

    4. Leave the uptime and recharge as is, OR give it the One with the Shield treatment and make the recharge unenhanceable and set to double the power's duration.

     

    That way you get a truly useful emergency button that doesn't drastically over cap you and doesn't automatically kill you when it drops.  This seems to me to be the easiest way to make it a usable power instead of one the vast majority of Invuln players skip.  There have been suggestions for more exotic changes to the power but I'm reluctant to recommend them as that seems to open up room for unintended bugs, not to mention increased Dev time.  My thoughts should just involve a minor tweak to the percentage values of the power in simply adjusting the buff numbers and the crash numbers.

     

    On my current build with CMA not having Unstoppable isn't a disaster by any means; he's certainly up for most any challenge with perhaps a dip into the inspiration tray in a pinch.  It still bothers me that the ultimate power in the Invulnerability set is functionally near useless however.  A player unable or unwilling to spend the amounts I did for an optimal IO build won't be able to approach that level however.  I likely would modify my build to include it for a very select few encounters where I currently use inspirations to manage.

     

    • Like 2
  12. On 3/13/2020 at 2:04 PM, FourSpeed said:

    I went with a "standard" Nin/Nin, who's level capped for use in Bloody Bay (ya, I know -- PvP Lite 😉 ).  Amusingly enough, he's yet to make a single kill in HC-- there's never anyone in there...  😉

     

    That's ok though -- that build did quite well in the old, Live servers (in BB & Siren's), and I've enough altitis, and minimal desire for PvP anyway, that I don't mind just spinning him around the zone killing PvE Shivans, Freaks, and CoT Mages once in awhile...  

     

     

    Cheers,

    The PvP population of this game has always been almost nonexistent, most of us dislike it and actively avoid it.  If I'm ever in BB it's for Shivans and I'll avoid PvP completely or leave and come back later if given no choice.

     

    Sorry you're not finding PvP enthusiasts, you're likely going to have to set it up ahead of time in order to find others who are interested.  In fact, it would probably be good to set up some specific PvP events like the Tanker Tuesday events.  Those of you who enjoy it can get together and have fun.

  13. I'm pretty strongly in the camp of "get Leadership on any support type character".  Controllers get pretty good mileage out of the Big Three (Assault/Tactics/Maneuvers) with the first two having priority.

     

    On the Kismet question, remember it's mislabeled, it's actually +6% To Hit, not Accuracy.  Accuracy is very easy to get, To Hit on the other hand is rare and much more valuable.  I have it on EVERY character I make, usually in Combat Jumping which most characters get for mobility and near zero endurance.  It needs to go into something you'll have active all the time; it'll shut off 2 minutes after you use the power it's slotted in.

    • Like 1
  14. 18 hours ago, Sarrate said:

    Two other possibilities:

     

    5) Instead of instantly dropping your health and endurance, they could have a timed -10% hp & -10% end / sec for X seconds so long as your health & end are above Y. Basically, Unstoppable would leave you exhausted, and constantly drain hp/end from you, potentially more than the current 90%, but it would be over time so that you could react to it.

     

    6) Slap on a large -MaxHP & -MaxEnd. This wouldn't move your health or end bars at all, but they'd be much smaller, reducing your effective health and end pools. This might be a bit weird, though, as after it wears off, you could end up staying at full health (since your current health percent scales as MaxHP changes). So the crash would be much subtler and easier to notice... which is probably a bad thing.

    I don't think either of these is the solution, the -% per minute just gives something you'd have to manage constantly for the next while instead of doing your job and absent inspirations or the proper teammates it's even more of a guaranteed faceplant than the current system.  The second one is just adding an unneeded complication and greatly reducing your effectiveness.

     

    I vote to keep it simple without needing to introduce complex and potentially bug inducing new systems.  Adjusting the values of the buff and the crash should be the easiest way to make it useful without that.  The exact amount of those adjustments would need some testing but I think having the buffs in the 15-20% range and the crash in the 25-50% range would be in the ballpark of having a useful emergency button when you get in trouble without the crash making it worthless.

     

    We already have the example of One with the Shield for how a useful emergency button can work; on it's own Shield is competitive with Invuln in terms of durability AND it has a +damage buff as well as a T9 emergency power that's worth having for those situations when things go pear shaped.  My Shield Stalker currently has OwtS but I seldom need it.  My Shield/Fire tanker on Live also had it and occasionally used it for difficult encounters.  It's crash is enough that you need to pay attention to it, but not severe enough to kill you outright if it happens in combat.

     

    As of right now Invuln is up to any task without even considering the T9, and most Invuln characters I know don't consider taking it.  I think that the T9 needs to be useful and not an automatic skippable power in the build.  We don't need every T9 to be a Granite Armor level choice, but they all should have a valid reason for choosing them in any build.  (Actually Granite is a whole other can of worms entirely in that it's a complete replacement for the entire rest of the set.) In my opinion every power in a set should have a valid reason to choose it; having worthless powers seems like poor design.  That goes for the T1-T8 just as much as the T9.  Currently Inuvln only has one highly skippable power and it's Unstoppable.

  15. My choices to pair with /Sonic would be either Kin/Sonic or Rad/Sonic personally; both of them are highly capable.  The choice is if you want a buff set or a debuff set.  Dark/Sonic would also work well; I know my Dark/Dark back on Live was capable of maintaining something around -50% to hit to an entire spawn and -100% to a single mob.

     

    There was a fairly large population of D3's (Dark/Dark Defenders) back then; it was a very popular combination for good reason.

  16. You know, on my Defenders I generally try to find some slots for Tactics; Assault is of course a one slot power.  Maneuvers I'll either leave at the default slot (LOTG +7.5%) or if I can find slots I'll worry about other bonuses.

     

    As for when, most often I grab the three powers in the 20's - 30's.  The benefit Leadership provides just to the Defender himself is worth the power choices... the rest of the team also getting the benefit is a bonus.  If you're lucky you'll have several teammates with the powers as well and you'll stack up to godly levels, but even alone it's a worthwhile investment.

  17. 1 hour ago, Scientist said:

    One other comment, especially at low levels it can be easy to drain your end bar if you are throwing out a lot of attacks.  Don't feel you need to do this, nobody ever booted a tank from a team because they didn't do enough dps.  They would MUCH rather not have you run out of end, detoggle, and faceplant, spreading the remaining aggro evenly among the blaster, to quote another excellent guide.  That is one reason I think TW can work for a tank without needing to micromanage it, I don't care that much if I have Momentum for 1 attack or 3, I'm doing my job even if I break the chain to throw out a Taunt, or fire off an aggro PbAoE.  

    Excellent point, when I started tanking in Issue 3 endurance was a MAJOR problem for low level characters... and I had an Inv/Stone which isn't a low endurance combo.  I had to strictly ration my attacks all the way to 50, so I concentrated on defense and aggro management when my end was low and tossed out attacks as I had the end to fire them without (hopefully, I did screw this up a few times) crashing my toggles.

  18. If I were redesigning Unstoppable to be a useful power in today's game I'd go about it something like this:

     

    1. Drop the +Res from 70% down to around 20-30%.  (Hmm, looking at CMA's current build it would only need to provide 20% when fully enhanced in order to hard cap all resistances but Psi.  Ok, drop the +Res down in the 10-20% range.)  As it stands now the 70% +res is drastically overkill; it's utterly trivial to hard cap S/L with no IO bonuses and it's pretty easy to get E/N/F/C to 50% or above without extreme IO building.

     

    2. Either leave the +Recovery as is or perhaps slightly reduce it.  With all the +recovery IO's currently in the game this aspect isn't a huge deal.

     

    3. Cut the HP and End crash down to 25%-50% range.

     

    4. Leave the uptime and recharge as is, OR give it the One with the Shield treatment and make the recharge unenhanceable and set to double the uptime.

     

    That way you get a truly useful emergency button that doesn't drastically over cap you and doesn't automatically kill you when it drops.

  19. Electric Armor should work decently; it's only real problem is with KB... Grounded only works if you're on the ground and if you jump you will get to take a trip.  My understanding is that it will also get KB'd by Lord Recluse since it has no KB resistance, only protection and he'll beat it's MAG 10.  That's from second hand comments however, the only Electric Armor I had at 50 was a Scrapper.

     

    As for Electric Melee, it's a nice AOE set with fairly low ST damage so be aware of that.

     

    Edit

    And I'll second the thought Ninja Surprise had on Jacobs Ladder, it's only mediocre damage and a really narrow cone.  I dropped it on my Elec/Shield Stalker for that reason.

  20. 1 hour ago, Coyote said:

     

    Nerf pie. And Regen.

    Well, Regen had a pretty hard lock on the Nerf Bat for pretty much all of issue 2-5 so it's not surprising out of nostalgia if nothing else.

     

    And I like Pie.  And Cookies, of course... I played on Guardian after all.

  21. 7 minutes ago, Drazah Krad said:

    wow I completely thought i had rise of phoenix (epic) on my last tanker... Shows how long its been since I've played a melee toon.

     

    now I'm trying to remember which one I used to use the old self destruct + rise of phoenix combo on for fun.

    Well, RotP is the Fire Armor T9, and I know Blasters get it in the Pyre Epic.  I don't have Mids in front of me now so I'm unsure if any other AT's get it in an Epic pool.  I'm generally not a big fan of Rez powers on melee characters; I'd rather take a power to help keep me upright than one to get me back upright.

     

    I DID get it on my Fire/EM/Pyre Blaster; I actually don't use it much but I didn't have a better choice at 49.  By the way, Blaster numbers on Rain of Fire & Bonfire (KB-KD proc) are REALLY nice.  It's a great Minion Melter while I'm taking out the Bosses.  It's also nice for keeping the pesky Repairmen away from the towers in the STF/MLTF.

  22. 2 hours ago, Sarrate said:

    Also, with a targeted cone, you can guarantee that you'll hit the target you select. If it was just fired in the direction you're facing and you misjudged the distance, the power would activate and your target would be out of range and not get hit.

    I can see both sides of this question but for me this is probably the clincher.  In a perfect world we'd be able to select which way we want a cone to work but I don't think it's worth all the time it would likely take mucking around in the code.  Remember, our Dev team are all unpaid volunteers who have Real Jobs so they have limited time available.

  23. 10 hours ago, Black Zot said:

    Crashes are bad game design regardless of when they become available.  You want to make T9s worth the code space they take up?  Ditch the crash.

    Agree with this 100%.  Crashing T9 armors are worthless.  Moving them to T2 doesn't suddenly make them useful, it just puts your most skippable power at T2 instead of T9 and it puts off a useful power that you could currently get at T2.  Very few armor sets actually have a useful T9... Stone, Willpower, Shield and Ice are all that come to mind right now, the rest are generally worthless.

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