I hope that's the case. I certainly didn't see him say that. The T4's really do need help.
-edit-
Oh, and the 10 powre requirement is only a problem for Mentalist, Energy, and Brick. Supernatural and Tech have plenty of power variety to take 10 from the framework without even coming close to gimping your build.
We didn't get T4 powers till Vibora Bay and VB didn't come till much later. I'd be surprised if Cryptic had intentions of raising the level cap at that time. Heck, I'd be surprised if Cryptic had intentions of raising the level cap now.
Last I heard, it was an option on the table until Vibora bays level range was changed to 37-40, instead of the 41-44 it was originally planned to be during it's initial development.
Last I heard, it was an option on the table until Vibora bays level range was changed to 37-40, instead of the 41-44 it was originally planned to be during it's initial development.
At the time of their development there were still discussion over the requirement of 10 lots of people here were asking to go down to 8 for example and the answer was it will stay at 10 and Cryptic already new that the level range will be 37-40.
I don't think the 10 powers requirement have anything to do with level cap it was made to reward people for sticking within a framework.
The problem is the reward is kind of lacking.
Bumped into Falchoin on PTS today and wondering about what might have changed, we noticed that the issue with some powers being "invisible" or disappearing intermittently can manifest differently between players for the same power cast. Not sure if this was a known aspect of the problem or not...?
For example, I observed a TK Assault from their char sort of delayed (visible at the end after being invisible) that was completely invisible to his char, and then Falchoin observed several cases where my cast of Crushing Wave was visible to them but not to myself.
Falchoin suggested that effect drawing priority sorting, related to there being other players and chars testing powers and different camera angles for our viewpoints, which makes sense to me.
This reminds me of some issues along these lines from early in the game, and I wonder if the "under the hood" changes might touch on that part of the code to create a new issue or expose a problem.
I don't think the 10 powers requirement have anything to do with level cap it was made to reward people for sticking within a framework.
The problem is the reward is kind of lacking.
No,no, no. That the T4s are lacking is the solution because the concept SUCKS :rolleyes:. The Devs themselves just came through saying "Oh, we think defenseive passives are mostly theme-neutral" and they are... right up until you start trying to build threshold for the T4s, and then they are anything BUT theme neutral. The EXISTANCE of the T4 mechanic makes "theme neutral" impossible in this game. In a freeform set up that was stupid and it would be even more stupid if the T4s were actually worth a rat's left rump.
There's not really anything wrong with 'empowering' a character with a T4 style power if they have so many (in this case 10) abilities focused in one area. It's just the basic 'Jack of all trades, master of none' concept at work... your additional focus on one area of expertise leads you to unlock a stronger potential power in said area.
Except that doesn't really work with T4's being exclusive to entire tree's, rather then just individual frameworks... but at the same time, they couldn't possibly create and lock T4's into each and every framework because there just aren't enough powers, especially useful ones, in them to take that many.
So, the concept is good, but the execution is lacking. Before they could properly attempt a real, worthwhile T4 setup they'd need to flesh out all of the Frameworks, which could very well lead to over homogenization of all the abilities in the game.
And while that's exactly how the Champions PnP works, I can't say that it'd work as well in the online environment here.
@Xavory: I'll take a look at the damage mitigation on the combat log as I always though it was very little in PVE.
You will only see it when fighting bosses. Against the trash mobs, you can use your energy builder and kill them so no point in looking there.
But one of the easiest comparisons is Serpent's Lantern. Compare your numbers when fighting Viper X and when fighting Freon. Freon is a squishy, so the same attacks that were roughly half damage against Viper X will be 80% or so against Freon.
You can see it all through Resistance too. Arcana is squishy. Kodiak is not.
Or Demonflame...Jack Fool is squishy (but ouch ouch ouch) and Left Hand is tank-ish.
Comments
It has been said other there:
link
I suggest anybody wondering about tiers 4 to look at this link as the answer is clear enough
Last I heard, it was an option on the table until Vibora bays level range was changed to 37-40, instead of the 41-44 it was originally planned to be during it's initial development.
At the time of their development there were still discussion over the requirement of 10 lots of people here were asking to go down to 8 for example and the answer was it will stay at 10 and Cryptic already new that the level range will be 37-40.
I don't think the 10 powers requirement have anything to do with level cap it was made to reward people for sticking within a framework.
The problem is the reward is kind of lacking.
For example, I observed a TK Assault from their char sort of delayed (visible at the end after being invisible) that was completely invisible to his char, and then Falchoin observed several cases where my cast of Crushing Wave was visible to them but not to myself.
Falchoin suggested that effect drawing priority sorting, related to there being other players and chars testing powers and different camera angles for our viewpoints, which makes sense to me.
This reminds me of some issues along these lines from early in the game, and I wonder if the "under the hood" changes might touch on that part of the code to create a new issue or expose a problem.
No,no, no. That the T4s are lacking is the solution because the concept SUCKS :rolleyes:. The Devs themselves just came through saying "Oh, we think defenseive passives are mostly theme-neutral" and they are... right up until you start trying to build threshold for the T4s, and then they are anything BUT theme neutral. The EXISTANCE of the T4 mechanic makes "theme neutral" impossible in this game. In a freeform set up that was stupid and it would be even more stupid if the T4s were actually worth a rat's left rump.
Except that doesn't really work with T4's being exclusive to entire tree's, rather then just individual frameworks... but at the same time, they couldn't possibly create and lock T4's into each and every framework because there just aren't enough powers, especially useful ones, in them to take that many.
So, the concept is good, but the execution is lacking. Before they could properly attempt a real, worthwhile T4 setup they'd need to flesh out all of the Frameworks, which could very well lead to over homogenization of all the abilities in the game.
And while that's exactly how the Champions PnP works, I can't say that it'd work as well in the online environment here.
So yes.. the idea needs work .
You will only see it when fighting bosses. Against the trash mobs, you can use your energy builder and kill them so no point in looking there.
But one of the easiest comparisons is Serpent's Lantern. Compare your numbers when fighting Viper X and when fighting Freon. Freon is a squishy, so the same attacks that were roughly half damage against Viper X will be 80% or so against Freon.
You can see it all through Resistance too. Arcana is squishy. Kodiak is not.
Or Demonflame...Jack Fool is squishy (but ouch ouch ouch) and Left Hand is tank-ish.
Unleashed rage doesn't consume enrage anymore.