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Vanden

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Everything posted by Vanden

  1. You keep saying that this is a major change. 1-2 slots is not a major change. 1-2 slots can absolutely be a major change. And this isn't 1-2 slots, it's 1-2 slots, 16-20 KB protection for every character, and 20% slow resistance with Winter's Gift, which is hug considering how easy it is to build for slow resistance now with the winter event sets. Can you tell me in concrete terms what is the functional difference between 16 kb protection and 8 kb protection in typical PVE contexts? Seriously. Please don't dodge. (I already showed you my homework when it comes to PVP mag protection requirements). https://paragonwiki.com/wiki/Knockback/Enemies_with_Knockback_Powers There's a long list of powers with more than mag 8 KB.
  2. You keep saying that this is a major change. 1-2 slots is not a major change. 1-2 slots can absolutely be a major change. And this isn't 1-2 slots, it's 1-2 slots, 16-20 KB protection for every character, and 20% slow resistance with Winter's Gift, which is huge considering how easy it is to build for slow resistance now with the winter event sets.
  3. Nobody's spending 4-5 slots on KB IOs now. This is a strawman argument.
  4. You made the declaration of kind first. You can't demand evidence of me for refuting points you made under the same presumptions. What declaration is that? That people currently have to spend slots to get KB protection that they could be spending on other things? You've yet to list a single major PvE implication of this issue that I haven't specifically outlined.
  5. So do I, however the caveat is that maybe two dozen, probably less people, would have to respec even a single slot for this change. It would be, but most people wouldn't be getting even a single slot out of this change. Let alone 3. So I guess you've looked at every single person's build, to be able to make a declaration like this? Then let me; It's a worse idea. It is more work then this proposition, for less effect. Except, as we've covered, there is next to if not no PvE downsides to this suggestion, and your suggestion is more work. Except, as we've covered, there's absolutely PvE downsides to this suggestion, and if it's more work to avoid these downsides, so be it.
  6. One; he has acknowledged just about everything in the thread. Yes, perhaps more abrasively then is necessary, but Barrier is inherently an abrasive person. Two; You are ignoring almost every point and post saying you're wrong, and explaining why you are. So in a sense, you're projecting. Quite a bit actually. But, let's get to the meat of it, and lay this out in the simplest terms possible. The "Costs" of this change in PvE: Knockback IOs are used in PvE builds in, mainly, three ways; One Knockback IO in their travel power of choice. This change would allow them to slot a Micro into this travel power instead, increasing the rate that they move (Meaningless in PvE content for the most part), and giving them around .2 end/second in combat, if they choose to run their combat powers in combat. This is the case that applies to around 99.8% of PvE'rs Acrobatics. Most people running Acrobatics are running it for the Hold Protection. This change has zero impact on these cases. People running 2 KB IOs to avoid specific knockback powers in specific TFs or on specific farms. In this case it would save one entire slot out of an entire build in the worst case scenario. No one has ever said that there wasn't a cost to these changes in PvE. What has been said is that these costs are minimal, have no large scale effects or costs and that it would improve the game more then it would hurt them. All you have said is referenced, vaguely with no real point, argument or attempt at two way discourse, that everyone is ignoring the "Costs" and projecting your issues onto others. I won't defend Barrier and say he has made all of these points in a tacit and civilized manner. He hasn't. However, at the same time, he is not wrong. That is important. This is very similar to Stamina being made an inherent. In fact, Stamina becoming inherent was far more impactful then this. Yet it happened anyways, because the benefits outweighed the negatives. The same in this case. Yes. It is power creep. No, power creep is not a blank check buzzword like you use it. It is not inherently bad, nor good. This change does remove cost. However that cost is near-non-existent and negligible in almost every/all cases. 90% of my respecs these days are to move a single slot. I know what a big difference a single slot can make; getting as many as three extra slots in a build would be a major change. The cost is simply NOT negligible. And no one, not a single person in favor of this change, has addressed the idea of putting KB protection in PvP Resist Bonus. Even though it does the exact same thing they're asking for with no PvE downsides.
  7. Then whatever solution you propose make it PVP-only. Not only not designed for PVE, but impossible to implement into PVE. Past nerfs driven by (or perceived to be driven by 'PVP balance' are rightly seen as a bad thing. Power Creep driven by 'PVP balance' should be seen in the same way. But there's really no significant PVE effect. That's what I'm pointing out here. You basically get nothing you couldn't get from either a base buff, a break free or (functionally speaking) a single slot allotted to a kb io. People keep telling you that you're wrong, but you just have your head stuck in the sand, repeating that there'd be no effect. There's no arguing with you, is there? I even came up with a solution that gives you everything you want with no repercussions in PvE, and you won't even acknowledge it. People slot for KB protection in PvE, but these slots come at a cost. Your solution completely removes that cost. That is power creep, plain and simple.
  8. The two appear in the Hero tip mission A Voice in Your Head. Shade Edge's info: "Shade Edge is a master of the sword and is also able to tap into the Netherworld to empower both himself and his blade." Dusk Song's info: "Dusk Song is a hero capable of manipulating both sound and darkness to punish evildoers and aid her allies." I'm genuinely surprised they have real bios, since they appear as generic civilian NPCs and even belong to the Hapless Citizen group.
  9. I don't know how people can be so deep in the PvP mindset that they can miss how opening up 20 KB protection to every character is going to make major shockwaves in PvE. It would basically eliminate KB on players as an element of the game. If building for KB protection is so essential to the PvP experience that letting us get so much with no sacrifices qualifies as a QoL improvement, why not do what I suggested on the first page and put KB protection into the PvP resists that every AT gets?
  10. Well, 16 KB Protection and 20% Slow resistance, I think I'd use one of them for the Winter's Gift IO instead. 16 points of KB protection is sufficient. You get 6 sprint slots. You could throw a Stealth IO in there too and still have 20 KB protection.
  11. This doesn't unbalance PvE. KB is a literal non-factor in PvE. One KB IO nullifies like 98% of PvE KB. Acrobatics nullifies 99% of the remaining 2%. The 4k inf base buff for +10 KB Protection invalidates the rest of it. This is a change that retains some investment in KB Protection in PvP, while making it significantly less impossible for several builds. 20 KB protection for, and I can't stress this enough, absolutely no build investment or compromises is absolutely unbalanced. Getting KB protection on characters without primary or secondary powers that provide it still has an opportunity cost of slots or powers, by design. This change would simply throw that design out.
  12. Influence is unlimited. Slots are not. Anyway, if having so much kb protection is so important to PvP, it should get a solution that won't unbalance PvE, like putting some kb protection into the PvP resistances everyone gets for free.
  13. This can’t really be a serious suggestion? Players being able to get 20 KB protection with absolutely no build investment is why Universal Travel sets aren’t allowed in the sprint powers.
  14. The info we have on Rularuu is scarce. An early version of the CoH Lore bible is available, but a lot of the info in it is doesn’t jibe with what’s in the game. For example, according to the lore bible, an artifact called the Dagger of Jocas was used to shave off a tiny portion of the dimensional essence of Paragon City and all its inhabitants, creating a barely substantial “shadow” copy of the city. (Hence the name Shadow Shard.) Rularuu was then trapped in this copy, though the Bible is vague as to how. However, in-game, Dream Doctor claims to have simply stabbed Rularuu with the Dagger, intending to destroy him, but outside sabotage made that only trap Rularuu in the Shadow Shard. And there’s no explanation of where the Shard came from, either. The Lore bible also describes the Shard as being like a city with otherworldly, physics-defying architecture, inhabited by humans that have been genetically modified by Rularuu into scientists and wizards. However, in the game the Shard is just a collection of floating rocks, and the humans there are pretty much tribal; although the former inconsistency could be attributed to the actions of Lanaru, whom the bible doesn’t talk about much.
  15. Actually, Energy Manipulation might have the best sustain power. Three slots and it's perma, and it gives you almost 4 (pre-ED) SOs worth of end reduction in every power, along with slotted-Integration levels of regen.
  16. That one second means you're doing 20% less AoE DPS.
  17. Welll, it does. On the TFs I was on, they cheerfully let the hostages die, failed the mission, then went right on with the rest of the TF. If it's not supposed to work that way, it's not working right. I was wrong. What the patch notes says is that defeating the AV wins the mission, so you don't have to bother with the hostages.
  18. According to the i25 patch notes, that shouldn't even work any more.
  19. It's really not very good. It's mag 1 mez protection, when most mezzes are mag 3. There's a few that are only mag 2. Maybe the superior version is more protection, but I think it only procs more.
  20. Hopefully shortened that quote string, about to head to bed but I was not trying to make a gotcha comment. The Archetype was listed as a Ranged one even in CoH literature. Sure they have short range powers but short is not the same as melee. Yes the secondary has some melee powers (of which most are pointless compared to the Primary nukes). The melees are inefficient and not really fitting, there are better ways to make a character that uses ranged and melee hence why in the suggestion thread for them I suggested (as have others) that the melee powers be replaced. I don't want to argue about semantics, not my intent, I was just trying to say that the majority of the live Power pools are ranged and not melee, and that actually being Support, as listed on the CoH page for Blasters would be better and more useful power pool choices in their Secondary. "Support" could literally mean anything in this context, and indeed it seems to, as you can find virtually every kind of power in Blaster secondaries. There's no reason melee attacks should be excluded.
  21. Looks like you don't have the quotation marks quite right, and there's an extra argument in there you don't need. Try this: /macro_image MentalControl_MindControl Control "powexecname Confuse$$local $target, you are under my control now!"
  22. She is part of the Guardian of Forever badge.
  23. If it even worked the way I imagined it, slotting for Sleep would become a lot worse. Let's take a Sleep that currently lasts 15 seconds. If we converted it to Sleep-over-time (if that's even possible), it would become something like 5 ticks of 5-second sleeps, over 10 seconds. Unslotted and uninterrupted, that would still last 15 seconds. However, with 100% sleep enhancement, the original version would last 30 seconds, while the Sleep-over-time version would last only 20 seconds. So it'd be a buff in one way, but a nerf in another. Then the question would be why bother with it at all? Players that use and slot sleep likely get their money's worth and this is only pandering to players who already have a full course of other control options available. This is in a similar position (although not as hotly discussed) as knockback. At best, such a suggestion would be best implemented as some sort of trade-off option like a slot enhancement that might cast sleep on the target again. Something not mentioned regarding sleep is how it is stacked. Blaster Frozen Aura is one of those sleeps that don't cause damage thus it can actually stack with other sleeps to put resistant foes to sleep. Personally, I think an easy QoL fix for Sleep effects would be removing "damage ends the effect" and just have the magnitude remain but the effect suppressed. You could then create some sort of effect where if the target doesn't act (use their endurance), they can fall back to sleep if the effect hasn't expired. Why bother? Because it makes Sleep a more reliable method of control. It wouldn't be appropriate for every sleep power, but I think it would work well for Frozen Aura.
  24. Blasters are not a ranged DPS archetype, they are a DPS archetype. That means DPS at any range. Melee attacks are not a problem, the problem is them not being worth the risk.
  25. Kinda sounds like what you want is a Fortunata.
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