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I've solo'd him on my pvp Ill/Emp (before she got deleted), purely support based without lava. I've solo'd him on SO'd toons with non optimal builds. The only time I wasn't able to solo him was on one toon that was on +4 for some reason, in which case I simply lowered my difficulty and went back in and killed him. And if you're really having difficulty you can just grab a bunch of reds.
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They do already. This is pretty much standard for any MMO dev team, they listen to whoever ******* and moans the loudest. And it shows *looks at the sad state of the keyes trial and the overall difficulty level of everything else in this game*
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I have never understood why so many people have issues with trapdoor. If you're 50 and can't solo an EB, well, you don't really deserve (or you're not ready) to be doing incarnate content.
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I suspect (with pretty high certainty) one of them will be a high mag aoe mez. With pets, aoe nukes, and league buffs covered already, an aoe mez is the next thing I would expect (to cover all major types of combat).
I'd like to think one of them would be an armor, however that can lead to so many balancing issues, that I'm not sure it's a good idea or not. An option for this could also be offensive, instead of taking an armor you could get a +dmg toggle or something, or this could be entirely 2 different incarnate tiers. 1 would be an armor toggle (or perma click) the other could be a self buff toggle or click. Some could overlap with destiny, but I think that is fine, since Destiny is a self buff and a league buff, having a self buff that does what you needed from destiny gives you more freedom to choose how you can best buff the league.
I'd like to think one of them would be a heavy damage, moderate recharge, single target attack which could be added to any build's attack chain and have a positive effect. Think of it like an additional T9(10?).
TBH though I hope there are better things the devs are thinking of than my ideas, lol. -
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I've gotten 82 toons to lvl 50, of those I only have 8 50s left (the rest deleted). I don't really make any other toons unless I plan on IOing, accolading, and incarnating it out. Of my 8 toons, 1 is my namesake, 1 is my main, and the other 6 are my TF/trial runners. I typically only play any of em if they need some sort of progression.
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TPN isn't complex. Running a trial ONCE and calling it horrible because you didn't know what to do is stupid. There are plenty of things YOU could have done to have figured out what to do, (ask for clarification, ask for a teleport, read a guide, follow other players, etc), instead of waiting for everyone else to beat the trial for you (which they didn't), and sometimes there are bad runs, which you were probably on. Currently TPN has the best rewards for the time spent and success rate of any trial out there, and as I said it is not complex, run it a few more times and you will see how repetitve the trials mechanics are, its extremely simple.
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Lambda, BAF, and keyes can all be done at +0 (that's not to say level shifts dont make it easier though). UGT has lvl 55 AVs, and MoM and TPN have lvl 56 AVs. These aren't meant to be done at +0. Level shifts aren't hard to acquire. Heck you can even get +1 without even doing any trials. You can also transfer threads from other already level shifted toons to your non level shifted toon to get them their first shift faster.
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I'd suggest checking out http://www.cohplanner.com/
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Quote:I'd say 6-8 or 4-8 would be ideal imo. Needing exactly x number of players, no more, no less can make forming things more difficult, such as the halloween trial, apex, tin mage, stf, rsf, etc.8 players or less, yes. Capped at less than 8, like the Halloween trial? No. I hated that the Halloween trial took 4 and only 4. I believe that was one of the most idiotic things ever, and I say that with some idea of why they might have done it.
However with that said I think the minimum number of players for all TFs should be 2 players; but keep the TF scaled for whatever original minimum they had. (IE you could start a manticore TF with 2 people, but the TF would be scaled for 7 people). Doing TFs with less people can be alot more fun many times, not to mention they can take alot less time to form, and getting fillers for TFs is immensely annoying and sometimes not possible. -
A couple more TFs, like Apex/TM, except designed for interface/judgment/destiny/lore rather than alpha, would be cool. I would totally get behind that. Or hell design them for the 6th and 7th tier, to keep us moving forward, that would be even better.
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Fire/Cold Corr
Fire/Time Corr
Fire/Kin Corr
Fire/Kin Troller
Mind/Fire Dom
Ss/Fire Brute
Tw/Elec Brute
I'd say there's a general theme >_> -
Quote:I'm well aware of teams, thanks. Tip missions were were designed with the same team size as DA is being designed for (1 or more players). That doesn't change the fact that tip missions are some of the most boring things to do in the game (my own opinion, ymmv) and I have a feeling after the new factor wears off the DA content will just be the same thing.Who says you need to solo the DA content.
You know there used to be this thing called duos, trios, and 4-8 man teams long ago when COH didn't add 16-24 man leagues
It's not either mega leagues or soloing.
There is this little thing called uhhhh, teams. GASP!
Mythical I know.
As for soloing the DA content, I look at it like this: If there are people on my global that I would run the DA content with, I'd be more likely to form a trial with them instead. The only time I see myself doing DA content is when no one else is on super late at night, which means I'd probably be solo'ing the DA content or at most duoing it occassionally. -
I convert the majority of mine into rare/vr salvage. Would not have 8 fully T4'd toons (most of which have 2-3 T4 destiny) if I didn't convert emps to rare/very rare. Don't really need the pvp IOs either, all my toons have glad armor procs already that I've got from hero merits.
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Quote:No one is forcing you to do trials, the same 1-50 experience is still there.That's nice... And that means players that don't want the endgame raiding crap from other games have one less reason to stay subscribed. Oh wait... The Incarnate System was meant to keep subscribers enticed to continue their subscription. I believe there is a word for that:
Fail. -
All the elite bosses/heroes you fight on redside make redside much more fun to play, imo, not to mention the storyline being waayyyyyyy better also.
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Quote:QFT, This.No offense, but that's Triumph, one of the lowest populated North American servers. There's a reason why I move all of my level 50 toons I no longer care to play there.
That's nice, but like I said earlier, like it or not, that's what CoH has become. You can either choose to deal with it, or ignore the endgame raiding content. You still have plenty of things to do from levels one through 50. -
I can't stand solo'ing. Doing my "daily" tip missions is the most unfun content I do in coh, and I doubt the DA content will be much different from that. I will still prefer to do Trials over soloing through incarnate progression, but having DA as an option will be nice to do occasionally.
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I agree with the OP as well. I used to think the FP were super cool when I first started playing the game. However now? Not so much. Especially with Incarnates out, theyre kinda obsolete as top dogs.
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13: Power Pool Customization (most notably hasten and super speed, I don't really care about any of the others)
14: Hybrid and Genesis release, potentially Mind and Vitae release too.
15: fixing numerous bugs with in league UI when entering trials.
16: taunt auras in damage auras for scrappers
17: increased pace on issue releases.
18: WST for incarnate trials
19: more forums open to prems
20: changing the crash on crash nukes from -100% end and -1000% recovery to -75% end and -1000% recovery
21: More TW models
22: balance between the recharge of Soul Drain in Soul Mastery and the recharge of Soul Drain in Dark Mastery for Corrs and Defs (making both 120 sec base, not 240 -_-)
23: reduction of Marcone Capo badge required for that one villain accolade from 200 to 100 to put it in line with the other accolade badge requirements that were all lowered except this badge.
24: Dark Astoria Revamp.
25: Moar statesman death.
26: increased pace on issue releases. (again)