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Posts posted by Vanden
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Post inventions, it seems devs felt they gave too much def to players and started giving critters more to hit al over the place. The new high end Family, for instance, has tons of tohit buffs via targeting drone.
I just wish they had done the jump and made def armor sets use elusiveness (that’s is currently PvP exclusive) and leave defense for pools, sets and external buffs.
The devs also said that the game is not balanced around inventions. I've seen these high-level Family, too; all these NPC ToHit buffs should be changed to Accuracy buffs.
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What's reasonably expected damage from the -Def crash though? Because SS/Shield can easily mean "You die in 3 seconds" when the crash hits.
How about the amount of HP a Tanker with no set bonuses or accolades, with one even SO in Health, regenerates in 10 seconds, plus 40% (since -20 defense increases the damage you take roughly 40%)?
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I feel like that would be a violation of the Cottage Rule.
1. New town, new cottages.
2. The original developers stated their intent was to revisit some old powers with the new Absorb mechanic, particularly powers that logically would have been Absorb powers when first implemented had that been available. Their first target was Blaster secondaries for obvious reasons, but IIRC Force Fields and Ice sets were explicitly mentioned as likely.
3. This changes a power that accepts heal, range, recharge, and endredux enhancements into one that... also accepts heal, range, recharge, and endredux enhancements. The functionality, use-case, etc are all virtually identical; they just fit better with the current environment. I don't think this is a cottage situation.
Well, fair enough.
I still don't think the +MaxHP should be removed. Just reduce it to the point that with ~95% Heal enhancement it'll cap Blaster HP, so it doesn't go to waste.
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It's 120 second duration if the target doesn't get hit. It could last for 120 seconds, or it could last for 12 seconds it the target takes a big hit.
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But it also changes the power from a lasting buff to a "one-and-done" kind of deal that grants its benefits for a short time and expires quickly. A character that gets hurt with +MaxHP Frostworks applied can then be healed and still benefit from that application of Frostworks, but that's not true of +Absorb Frostworks. That would then require a reexamination of its recharge time and end costs. Most likely it would need to recharge faster, and now we're dealing with the issue of "is this now a power that is expected to be applied to an entire team/league, and should get the AoE treatment?"
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I feel like that would be a violation of the Cottage Rule.
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I still think that either removing the -Def or making it resistible is the best option. Anything else would be an unnecessary change to the function of the power.
I'm pretty sure just removing it is out of the question, as much as I'd agree with you. Are there any strongly Def reliant sets that don't offer -Def Debuff resistance? I can't think of any off the top of my head. If not, I could get behind this idea. That or turning it into -def and -res. Or a self damage penalty. At least those options affect everyone the same.
Removing the -Def sounds strong, but as someone pointed out earlier in the thread, Rage was under Castle's spotlight years ago. He knew that the Def crash was avoidable with perma-Rage, and that perma-Rage is easily possible even with only SOs, and he still left it as is. That says to me that he didn't see the -Def as a necessity for keeping the power balanced.
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I still think that either removing the -Def or making it resistible is the best option. Anything else would be an unnecessary change to the function of the power.
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considering the limited use of having increased defenses while only affecting self.
Having an emergency button to cap your defences as a squishy AT is definitely useful, which is part of Afterburner's function.
While true, I think the vast majority of players use it just to make flight a faster travel power and would very rarely turn it on while in combat, and would be willing to part ways with the defense component, but again that’s just my perception.
Not even close, a LotG mule slot that's actually a useful power is too good to pass up.
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It sounds to me like you're not a Super Strength player frustrated by the drawbacks of Rage, but a player of any set besides Super Strength that's jealous of the advantages of Rage. This thread is not for you.
Says the guy with an Energy Melee avatar.
It's not EM, it's Vanden's old suggestion for improving the appearance of SS!
Again, irony. Telling someone "this thread is not for you" while showcasing Whirling Hands could be perceived as rather hypocritical.
I'm sorry, am I supposed to change the avatar I've been using for 14 years of CoH when I'm posting in a thread about Super Strength?
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Then make it a regular 10 second build up. That will work across all AT's. Once SS is proliferated over to Scrappers, it needs to be done anyway.
What is the purpose and perk of Super Strength if it has Build Up just like every other melee attack set?
Because, maybe, it should be handled like any other melee attack set?
Pretty sure any other set would love to have a perma build-up running, while they just sit with their 10 second one.
It sounds to me like you're not a Super Strength player frustrated by the drawbacks of Rage, but a player of any set besides Super Strength that's jealous of the advantages of Rage. This thread is not for you.
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Well if that's true then there definitely should be a no redraw option.
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Every Alpha slot is good and has a place. If you cannot find one that shores up a hole in your build, or improves something... just take Musculature since it'll make your Judgement and Lore powers stronger.
Fixed that for ya.
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The redraw is annoying, but there is a silver lining: the Arachnos Soldiers never got the change to weapon powers that removed redraw as part of the power's activation time, which means that redrawing your weapon doesn't actually slow down your attack chain. If you have to redraw your weapon for a move, your next attack will go off sooner than if you didn't.
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Would you say there's openness on that table for just removing the -Def penalty? Considering the end crash (and what risks that can bring), the damage penalty (which means foes get 10 secs to wail on you while you can't fight back), and that SS is disadvantaged in the late game with prominent resists to S/L; do you consider there being a case that could be argued for it, even if not ultimately successful?
I think straight up removing it would have to come with some other downside. The thing we want to avoid is it becoming a "just set it on auto and forget about it" power, as that runs counter to the intent of both the original design and Castle's redesign of it.
Even removing the damage penalty (due to the mentioned smashing resist issues) isn't out of the question if we can come up with some kind of alternative mechanic.
If the -Defense has to stay, it seems simplest to let it be resistable.
I firmly disagree with this. I would point to the suggestions I made in my post on page 5 instead, and the reasoning behind why a defense downgrade at all would be completely unacceptable. There's many other options. I don't think making Rage only viable for defense-focused sets that can easily overcap is a good idea.
It makes sense to me. The more reliant on Defense a set is, the more resistance to defense debuffs it has. It solves the issue of the defense crash being more punishing to some sets than others.
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Citadel follows the normal 1 hour = 20 merits formula for task forces. It's the Mothership raids that are still far ahead of the curve.
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And a theme for all the super strength attacks where that ghost body you see in some FX appears and performs the actual attacks, while your character strikes poses! And three new auras, one where floating "ゴ" characters appear around your character, one where floating "YES!" words appear, and one where floating "NO!" words appear.
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I think it's safe to say that if the devs tried to fix it and couldn't, it can't be fixed.
Except for the time they said power customization (colors) would be too hard to do ...
I've been an app developer for longer than many of you have been alive and sometimes it's just that devs get locked into looking at things a certain way. Don't lose hope; some new kid might look at the code and go "Aha!"
They never said it would be impossible, they only said that it would be a massive amount of work. That's a big difference from "we can't figure out how to get there from here."
I'm open to being surprised, however. But if it was as simple as removing the brawl attack from the pets, I'm sure the old team would've done that.
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Continuing on this topic, the Awakened enemy group is lousy with ToHit buffs. This can't be left as-is, it's completely unbalanced. It basically says to defense-based sets that they don't matter and will be ignored.
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You could always just... not click it again before the crash.
Could just not pick it, too
But then why be Super Strength to begin with?
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I am a Super Strength / Willpower Brute. I also have a Willpower / Super Strength Tanker. And for what it's worth, both are Incarnates. I've played almost all content in this game, from solo to team, and the following is my opinion - Rage needs to change.
I've always been told if you're going to address a problem, bring a solution - so here goes.
Problem - Rage defense debuff, damage debuff, and endurance crash. These 3 things have made Rage unplayable for me. My defense and damage are unreliable, and unless I'm using Willpower, the endurance crash is dangerous. Playing without Rage is also not a solution, as I'm gimping my damage. Welcome to the Kobayashi Maru.
Solution - Make Rage work exactly like a Build Up power. 100% damage buff and 20% to hit buff for 10 seconds. 90 second recharge. Burst damage when you need it. Period.
My solution would also make Super Strength accessible to Scrappers, since they already have a Build Up power in their primaries. There is a precedent of existing comic book characters that have a form of Super Strength but would not be considered Brutes or Tankers. For IP reasons I am not going to list them here, but you know where to find them.
TLDR: Been there, done that, make Rage a Build Up.
Thanks for your time.
/JRanger
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I don't see them reverting Rage to back how it worked on Live, because that was literally a bug that prevented it from working as intended.
Now, I agree that "working as intended" sucks, especially for the main tank of a team, but because of the bug we never really got to have a conversation about whether Rage as intended really made good sense. I'm not sure what would be a good balancing mechanic, I just know the one we have makes me want to ignore the power completely.
Now I know this isn't true. Rage used to put you in Only Affecting Self rather than bottom out your damage, and Castle engaged in a dialog with the playerbase when that changed completely centered around the defense debuff. He even floated the idea of putting in a sort of reverse Power Boost that weakened things like holds and taunts instead of the defense debuff, which was something I suggested to him, though ultimately stuck with the current debuff.
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This is the build I use/am planning to use. It's softcapped to Melee and Range. Note that I'm using an older version of Mids, which doesn't have Spider's Bite; that Dominion of Arachnos in Venom Grenade is actually Spider's Bite.
Villain Plan by Mids' Villain Designer 1.96
Click this DataLink to open the build!
Colonel Debugger: Level 50 Natural Arachnos Soldier
Primary Power Set: Bane Spider Soldier
Secondary Power Set: Bane Spider Training
Power Pool: Leaping
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Bash
- (A) Touch of Death - Accuracy/Damage: Level 40
- (3) Touch of Death - Damage/Recharge: Level 40
- (3) Touch of Death - Damage/Endurance: Level 40
- (5) Touch of Death - Accuracy/Damage/Endurance: Level 40
- (5) Touch of Death - Damage/Endurance/Recharge: Level 40
- (7) Touch of Death - Chance of Damage(Negative): Level 40
Level 1: Bane Spider Armor Upgrade
- (A) Steadfast Protection - Resistance/+Def 3%: Level 30
- (27) Aegis - Resistance/Endurance: Level 50
- (29) Aegis - Resistance: Level 50
- (29) Aegis - Psionic/Status Resistance: Level 50
- (31) Aegis - Endurance/Recharge: Level 50
- (31) Aegis - Resistance/Recharge: Level 50
Level 2: Wolf Spider Armor
- (A) Steadfast Protection - Knockback Protection: Level 30
- (33) Gladiator's Armor - TP Protection +3% Def (All): Level 50
Level 4: Combat Training: Defensive
- (A) Defense Buff IO: Level 50
- (9) Luck of the Gambler - Recharge Speed: Level 50
Level 6: Build Up
- (A) Recharge Reduction IO: Level 50
- (7) Recharge Reduction IO: Level 50
Level 8: Super Jump
- (A) Jumping IO: Level 50
Level 10: Tactical Training: Maneuvers
- (A) HamiO:Cytoskeleton Exposure
- (11) Defense Buff IO: Level 50
- (11) Defense Buff IO: Level 50
Level 12: Poisonous Ray
- (A) Thunderstrike - Accuracy/Damage: Level 50
- (13) Thunderstrike - Damage/Endurance/Recharge: Level 50
- (13) Thunderstrike - Damage/Recharge: Level 50
- (15) Thunderstrike - Accuracy/Damage/Recharge: Level 50
- (15) Thunderstrike - Accuracy/Damage/Endurance: Level 50
- (17) Achilles' Heel - Chance for Res Debuff: Level 20
Level 14: Pulverize
- (A) Touch of Death - Accuracy/Damage: Level 40
- (17) Touch of Death - Damage/Endurance: Level 40
- (19) Touch of Death - Damage/Recharge: Level 40
- (19) Touch of Death - Accuracy/Damage/Endurance: Level 40
- (21) Touch of Death - Damage/Endurance/Recharge: Level 40
- (21) Touch of Death - Chance of Damage(Negative): Level 40
Level 16: Venom Grenade
- (A) Dominion of Arachnos - Accuracy/Damage: Level 50
- (33) Dominion of Arachnos - Damage/Recharge: Level 50
- (34) Dominion of Arachnos - Accuracy/Damage/Recharge: Level 50
- (34) Dominion of Arachnos - Damage/Endurance/Recharge: Level 50
- (42) Dominion of Arachnos - Accuracy/Damage/Endurance/Recharge: Level 50
- (50) Dominion of Arachnos - Recharge/Chance for -Dmg and Terrorize: Level 50
Level 18: Shatter
- (A) Touch of Death - Accuracy/Damage: Level 40
- (23) Touch of Death - Damage/Endurance: Level 40
- (23) Touch of Death - Damage/Recharge: Level 40
- (25) Touch of Death - Accuracy/Damage/Endurance: Level 40
- (25) Touch of Death - Damage/Endurance/Recharge: Level 40
- (27) Touch of Death - Chance of Damage(Negative): Level 40
Level 20: Tactical Training: Leadership
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 50
Level 22: Mental Training
- (A) Run Speed IO: Level 50
Level 24: Cloaking Device
- (A) Defense Buff IO: Level 50
- (33) Luck of the Gambler - Recharge Speed: Level 50
Level 26: Placate
- (A) Recharge Reduction IO: Level 50
- (31) Recharge Reduction IO: Level 50
Level 28: Surveillance
- (A) Analyze Weakness - Accuracy/Recharge: Level 50
Level 30: Tactical Training: Assault
- (A) Endurance Reduction IO: Level 50
Level 32: Crowd Control
- (A) Scirocco's Dervish - Accuracy/Damage: Level 50
- (34) Scirocco's Dervish - Damage/Endurance: Level 50
- (36) Scirocco's Dervish - Damage/Recharge: Level 50
- (36) Scirocco's Dervish - Accuracy/Recharge: Level 50
- (36) Scirocco's Dervish - Accuracy/Damage/Endurance: Level 50
- (37) Recharge Reduction IO: Level 50
Level 35: Mace Blast
- (A) Thunderstrike - Accuracy/Damage: Level 50
- (37) Thunderstrike - Damage/Endurance: Level 50
- (37) Thunderstrike - Damage/Recharge: Level 50
- (39) Thunderstrike - Accuracy/Damage/Recharge: Level 50
- (39) Thunderstrike - Accuracy/Damage/Endurance: Level 50
- (39) Thunderstrike - Damage/Endurance/Recharge: Level 50
Level 38: Call Reinforcements
- (A) Expedient Reinforcement - Accuracy/Recharge: Level 50
- (40) Expedient Reinforcement - Accuracy/Damage/Recharge: Level 50
- (40) Expedient Reinforcement - Endurance/Damage/Recharge: Level 50
- (40) Expedient Reinforcement - Accuracy/Damage: Level 50
- (42) Soulbound Allegiance - Damage/Recharge: Level 50
Level 41: Shatter Armor
- (A) Touch of Death - Accuracy/Damage: Level 40
- (42) Touch of Death - Damage/Endurance: Level 40
- (43) Touch of Death - Damage/Recharge: Level 40
- (43) Touch of Death - Accuracy/Damage/Endurance: Level 40
- (43) Touch of Death - Damage/Endurance/Recharge: Level 40
- (45) Touch of Death - Chance of Damage(Negative): Level 40
Level 44: Summon Blaster
- (A) Expedient Reinforcement - Accuracy/Recharge: Level 50
- (45) Expedient Reinforcement - Accuracy/Damage: Level 50
- (45) Expedient Reinforcement - Accuracy/Damage/Recharge: Level 50
- (46) Expedient Reinforcement - Endurance/Damage/Recharge: Level 50
- (46) Recharge Reduction IO: Level 50
Level 47: Web Cocoon
- (A) Lockdown - Accuracy/Hold: Level 50
- (48) Lockdown - Accuracy/Recharge: Level 50
- (48) Lockdown - Recharge/Hold: Level 50
- (48) Lockdown - Endurance/Recharge/Hold: Level 50
- (50) Lockdown - Accuracy/Endurance/Recharge/Hold: Level 50
- (50) Lockdown - Chance for +2 Mag Hold: Level 50
Level 49: Web Envelope
- (A) Enfeebled Operation - Accuracy/Recharge: Level 50
Level 1: Brawl
- (A) Empty
Level 1: Sprint
- (A) Empty
Level 2: Rest
- (A) Empty
Level 1: Conditioning
Level 4: Ninja Run
Level 2: Swift
- (A) Run Speed IO: Level 50
Level 2: Hurdle
- (A) Empty
Level 2: Health
- (A) Miracle - +Recovery: Level 40
Level 2: Stamina
- (A) Endurance Modification IO: Level 50
- (9) Endurance Modification IO: Level 50
- (46) Performance Shifter - Chance for +End: Level 50
Level 1: Prestige Power Slide
- (A) Empty
Level 1: Prestige Power Dash
- (A) Empty
Level 1: Prestige Power Quick
- (A) Empty
Level 1: Prestige Power Surge
- (A) Empty
Level 1: Prestige Power Rush
- (A) Empty
Level 50: Musculature Total Core Revamp
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- (A) Touch of Death - Accuracy/Damage: Level 40
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I think just making the -Defense resistible would be fine.
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Please revert the Rage change.
in Suggestions & Feedback
Posted
That's just another penalty that unfairly punishes some sets more than others.