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Vanden

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Posts posted by Vanden

  1. The solution to drop -Def and balance the powerset is really simple, the problem is those wanting to just drop the -Def do not want balance.

     

    1st solution- completely drop -Def and then run damage comparisons against the other Tank and Brute AT's on pylon or however, then adjust the +hit and +dam of rage to put SS in the middle of the pact as far as DPS.

     

    2nd solution- completely drop -Def and then run damage comparisons against other Tank and Brute AT's on pylon or however and leave the +hit and +dam of rage alone and adjust all the powers in SS so that it is in the middle of the pact as far as DPS.

     

    edit: added Tank and Brute in front of AT's

     

    Why does SS have to be middle of the pack?

  2. 2.the mission..*the strange case of Dr. Stephen Fayte*( i based my toon off him/story and need some info on it)

    You likely have as much info about him as the rest of us, i.e. that he is merely a gifted surgeon, and nothing more.

     

    Personally, I'd make him a completely non-magical Scrapper, load him up with everything in the Medicine pool, and advertise him as a healer.

     

    I'm not sure about this idea. Scrappers have fighting skills, unlike Stephen Fayte, who is merely a gifted surgeon, and nothing more.

  3. 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.

     

    Erm, acro has mag 2 hold protection. If you slot this into a t1 or t2 attacks it will generally proc once per minute, and you now have mag 3 hold protection.

     

    So yeah, use it with acro, or not at all.

     

    Well, that works for Holds, yeah. But there's a lot of stuns and sleeps out there, too.

  4. 1. PvP Resist Bonus is an auto power granted to every AT in a PvP setting. It gives differing amounts of resistance to each AT, but there's no reason it couldn't be changed to add mag 20 KB protection for any given AT as well.

     

    2. The whole point of the suggestion is to open up slots for players making PvP builds. Putting the KB protection in PvP Resist Bonus does exactly that without affecting PvE.

    1. I'm well aware of what the PvP resist bonus is and how it works. So I'll say it again - not every AT gets inherent base resistance in PvP.

     

    2. So you're okay with unbalancing PvP because it doesn't affect PvE, but you're not okay with unbalancing PvE for the sake of PvP? Never mind that your proposed idea, while nice at face value, would, by your own argument, be inherently unbalanced. Also never mind that your proposed idea would actually introduce imbalance, unlike the solution the OP proposed.

     

    EDIT: Ah, I see your argument about point number 1. I suppose, yes, every AT does get the PvP resistance power even if that power does literally nothing for them. So sure, that makes sense. But... see point number 2 for why that's a bad idea, using the very same argument you're using to say why the OP's solution is a bad idea.

     

    I'm not arguing the PvP merits of OP's suggestion. I don't PvP, but I'm accepting his assertion that building for 40+ KB protection is so important that virtually every serious PvPer has to do it. So yes, giving every player access to mag 20 KB protection for no build investment does open up a ton of new slotting opportunities, but that is the point of the suggestion, after all.

  5. I'll also address your earlier suggestion of adding KB protection into the inherent base resists that everyone gets. There are two issues with that:

     

     

    1. Not every AT gets inherent base resistance in PvP.

    2. To turn your argument back the other way... if I suddenly have all that extra KB protection for no investment I've now opened up at least eight slots to do other things with (and this isn't theoretical, you actually need eight slots for KB IOs in addition to Acrobatics to reach the level of KB protection you need to be survivable). By your own earlier argument that's a massive balance problem.

     

    1. PvP Resist Bonus is an auto power granted to every AT in a PvP setting. It gives differing amounts of resistance to each AT, but there's no reason it couldn't be changed to add mag 20 KB protection for any given AT as well.

     

    2. The whole point of the suggestion is to open up slots for players making PvP builds. Putting the KB protection in PvP Resist Bonus does exactly that without affecting PvE.

  6. https://paragonwiki.com/wiki/Knockback/Enemies_with_Knockback_Powers

    There's a long list of powers with more than mag 8 KB.

     

    Okay, so, let's play: There are 1667 powers in that list. 1564 are mag 8 or less. That means that the most aggressive archetypal slotter who uses 2 KB ios is immune to 93.8% of KB powers in the game.

     

    Gaining 2 more slots (mag 16kb), they'll be immune to 97.4%.

     

    That is kind of the definition of de minimis.

     

    There are many common bosses on that list with more than 8 mag KB. It's not a matter of quantity, but quality, in that slotting for that much protection gives it to you when you need it the most.

     

    And you still haven't acknowledged the suggestion of putting KB protection into PvP Resist Bonus, even though it gives you exactly what you're asking for.

  7.  

     

    Nobody's spending 4-5 slots on KB IOs now. This is a strawman argument.

     

    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.

  8.  

     

    Nobody's spending 4-5 slots on KB IOs now. This is a strawman argument.

     

    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.

  9. I'm still confused as to why people, like Vanden, need mag 16 KB protection in PvE?

     

    One KB IO + base buff is enough to tank Hami on a fire tank and not get KBed. Are you guys doing force-bolt only AE missions? I'm actually curious. All fake-nem AE missions?

     

    Even if that all is true, why are you wasting 4-5 slots on KB IOs when you could just spend 45 seconds every 90 minutes getting a +10 mag KB protection buff from base. Is there something I'm unaware of?

     

    Nobody's spending 4-5 slots on KB IOs now. This is a strawman argument.

  10.  

    So I guess you've looked at every single person's build, to be able to make a declaration like this?

     

    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?

     

    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.

     

    You've yet to list a single major PvE implication of this issue that I haven't specifically outlined.

     

    It would basically eliminate KB on players as an element of the game.

     

  11. 90% of my respecs these days are to move a single slot. I know what a big difference a single slot can make

     

    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.

     

    getting as many as three extra slots in a build would be a major 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?

     

     

    And no one, not a single person in favor of this change, has addressed the idea of putting KB protection in PvP Resist Bonus.

     

    Then let me;

     

    It's a worse idea. It is more work then this proposition, for less effect.

     

    Even though it does the exact same thing they're asking for with no PvE downsides.

     

    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.

  12. 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.

     

    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.

  13. So why the suggestion above? Viability. I want to see fire armor and ninjitsu, and more soft control in high end pvp matches. I dont want to say "reroll" over and over to kids with the ninjitsu stalker/sentinel mains just because they are expected to waste slots on kb protection all while sacrificing performance. And the performance sacrifices are real. You don't see these sets in PVP for a reason.

     

    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.

  14. 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.

  15. 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?

  16. 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.

     

    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.

  17. 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.

     

    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.

    • Like 1
  18. 5 kb ios x 4 million inf = 20 million. That's literally an investment. (And FYI, that price was 15 mill on live).

     

    Third edit: and the real reason was that kb ios aren't unique and you'd basically be paying cash on live to get kb protection. This isn't live.

     

    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.

  19. 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.

  20. 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.

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