EvilGeko

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  1. Removing wealth (inf, choice enhancers, etc.) is important to a well functioning economy. So I can't agree with this idea. Being able to all but strip a character of enhancers allows you to reuse enhancers on alts and such.

    What would stop a person from churning recipes through successive alts? This would cause deleterious downward pressure on pricing as enhancers would never leave the economy.
  2. Quote:
    Originally Posted by Silverado View Post
    Anyone who goes below +4/x8 is a wimp :P

    <-----WIMP

    Because I'm doing +1/x8. I get bored to tears when I can't hit consistently.
  3. I love Reveal. While I thought it was just "OK" at first, it has really shown itself to be a winner of a power.
  4. Quote:
    Originally Posted by cp2_4eva View Post
    I have a DB/SR scrapper in the making. right now she is at lvl 37. I was looking at a few builds and I was a bit surprised to see that some of the /SR builds had no self heal. Why is this? Are you dependent on that defender or controller to heal you or is your build that IO-ed out that you just really wont get that one devastating blow to the head and go down for the count? Plz do tell. I saving up alot of money....for what I don't know. I have alt-itis and I'm lookin to get that one toon that I can resort to as my AV and task force go to hero. I have a 50 DM/SR, but he has siphon life.
    My Fire/Shield doesn't have a heal. I just built in as much regen as I could and I carry a few greens at all times. I'm not one of these people who avoid inspirations. The way I see it, I could waste two powers on Aid Self to get a power that my soft-capped Scrapper will need maybe once every five missions and against AVs. Inspirations do that job much cheaper.

    I don't agree with the poster who says that heals are overrated. They aren't, but then, they aren't always essential either.
  5. Quote:
    Originally Posted by Umbral View Post
    The simple reason is because a vast majority of sets operate by having substantially better damage mitigation (re: def/res) than they have damage recovery (heal/regen). Because of this and how the two of them interact (re: damage mitigation decreases incoming damage and functionally multiplies the effectiveness of damage recovery), public mitigation bonuses need to be much higher than public damage recovery bonuses in order to keep everything in line.
    However, that really doesn't explain why heal sets don't have capstone bonuses of say 40-50% regen. Or why the 20-40 and 30-50 melee damage rare sets (Touch of Death and Mako's Bite) both have defense as their capstone.

    Quote:
    As to the defense v. everything else disparity (especially def compared to resist), it's pretty much because, as the devs see it, defense is less valuable than resistance because it's less reliable. Just look at any softcap scrapper and even they will tell you that enemies have gotten lucky once or twice and gone straight through their defense and floored them. You'll never have that with resistance because it's a constant reduction.
    Agreed. But then a Scrapper at 75% resists still can't do things that a soft-capped SR can do. (not arguing with you, just stating why I think that the devs have it wrong.)

    Quote:
    Personally, I don't see much reason as to why +def IO bonuses have to be twice as high as their +res counterparts, especially considering that defense bonuses all contribute to both typed and positional defense and that, on average, defense is already twice as effective as any individual point of resistance. I can understand why +regen and +hp bonuses are so low (if they weren't, you'd have */SR Scrapper taking themselves up to */Regen level hp/sec to go with their softcapped defenses) but I'm not grokking why +res set bonuses so pitiful.
    Again, let's say Numina's had a capstone of 50% regen instead of it's current 3.75% resists; and Doc Wounds had a capstone of 35% regen. How is SR an SR scrapper really going to take advantage (i.e. get more than 1-2 of those bonuses) of that while still making their way to the softcap?

    Quote:
    My suggestion for the devs would be to increase the +res set bonuses to be equal to the +def bonuses and add an extra type to each of the +res set bonuses. This would still allow the +def set bonuses to still be better to make up for the "luck disadvantage" and +res set bonuses would actually be good enough to actually consider for a build.
    /signed
  6. I don't think the fix is making Regen stronger with SOs, it's making IO sets that do for Regen what IO sets do for Shields, SR, etc.

    I don't understand why we get such high defense bonuses, but not equivalent boosts to Regen, HP, & resists.
  7. IMO, Late game = 45-50.
  8. Quote:
    Originally Posted by Steel_Shaman View Post
    As for "always being a cakewalk" are you referring to 40+ play or characters in the 20-40 range? That makes a big difference to the conversation. I will agree that for characters above 40 they are very easy. But, you know, there are other parts of the game. And for the lower level ranges where you can find Freakshow, I personally feel lowering their XP is unjustified as in that level range their challenge level is completely in line with other enemy types. For that reason I say make their modifier 1.0, not 0.8.
    Freakshow are easy from the time they start appearing at level 20 until level 50 where they're almost free exp. I've fought them with all ATs and I've never gotten a Freak mission and said, "Ugh..." I have with other villain groups in that range.
  9. Quote:
    Originally Posted by Shocktor View Post
    2010?

    I'm sticking by my 18 months prediction, but it could be 12 months (we'll see it Spring or Fall 2010).

    WoW just announced it's expansion -- we won't see that for 18 months (Lich King was 18 months from announcement to release)

    I don't see CoH doing any differently...
    By contrast to WoW, SOE announces their expansions and has them out within 6-8 months later. Basically every year.

    Our only comparator was CoV which had an extremely short beta period. Going Rogue I'm guessing is this winter, be that December 2009 or Jan-Feb 2010.
  10. Quote:
    Originally Posted by Santorican View Post
    Great single target damage, AoE, and extremely rugged only if you spend a bit on invention sets.

    This. It's the strongest Scrapper I have and still the newest. Not even IOed out well yet. It's magnificent.
  11. [ QUOTE ]
    Way to completely nerf psi shockwave. GJ devs

    [/ QUOTE ]

    The changes to Psi Assault should be considered together not separately. As a whole it appears that the Psi Dominator finally has a decent ranged ST attack chain and some decent melee.

    The nerfs to Psi Shockwave are reasonable on their face, but I'll be testing tonight.
  12. Quote:
    Originally Posted by Jade_Dragon View Post
    Granted I have yet to get my first Crab to 24, though it should be soon, but I have never seen anyone agree that the Kheldians or SoA are what are thought of as "Epic" Archetypes, the uber powerful ATs that let you own the content as your reward for getting to 50. They are in fact more of a challenge than the standard Archetypes, you are expected to use your knowledge that you gained getting to 50 to apply it to this new, somewhat unique playstyle.

    That's what's meant by "Epic".

    Now, if you want to correct me on that, let me know. I do know that SoA are overall considered stronger, while Kheldians take the greater skill and timing. Still, it seems as if you are playing a hybrid, not a tank mage. I'm not invulnerable to damage, I still have to Web Grenade my foes down and keep them out of melee if I want to do my best. Granted the damage is great. Coming from my Kheldians the damage really does seem great. But I'm not standing in the middle of a dozen foes pounding on them like I would with my Dwarf. Not yet anyway.
    Absent defense debuffers, I'm doing exactly that. Walking into groups set for 8 and crushing them with my Widow. And this is not with an absurd IO investment.

    My Huntsman/Bane is a bit squisher true enough. But VEATs truly are epic. I think a lot of people don't quite 'get' VEATs at low level, but both branches are always stronger than other villain ATs IMO at equivalent levels.
  13. Quote:
    Originally Posted by Effy_On_Malibu View Post
    Foresight needs a buff, you only get 50% resist when your basically dead, which jus sucks.
    CT: D and Foresight cap out at 75% scaling resists. (37.5% each)
  14. Quote:
    Originally Posted by Menteur View Post
    The Kheldian arc still blows the VEAT one out of the water, any day of the week. It has multiple plotlines, all connected by the larger story of the war against the Nictus, and the Nictus' own attempts to take over the Council. By comparison, the VEAT arc is amazingly flimsy. I found it the only really disappointing thing about the villain Epics.

    Well, that and waiting a year for buttcapes on Widows.
    The Kheldian arcs are some of the worst and most tedious content I've played in this game. I prefer the standard hero content.

    By contrast the SoA arcs are crisp, to the point, and magnificent in what your character accomplishes.
  15. Quote:
    Originally Posted by CoyoteShaman View Post
    Look at the background of the Villain "epic" ATs: Some Joe/Jane Schmoe signed up to be a paramilitary lackey to a backwater uber-villain and worked their way up through the ranks.
    Where do you get that interpretation? The story I played through has you as an extremely talented and powerful member of Arachnos who challenges the authority of the Rogue Isles' immortal despot, shows him/herself to be Lord Recluse's superior and eventually succeeds in a task (defeating Statesman) that has eluded the despot for decades.

    That sounds pretty epic to me. YMMV.

    Quote:
    Now look at the background of the Hero "epic" ATs: Energy beings fighting an inter-dimensional battle for the survival of their race are forced to flee to the far reaches of the multi-verse and merge with the citizens there in order to find allies in their ongoing struggle against their ancestral enemies.
    You mean playing the host to a sentient energy parasite and getting caught up in their internal struggles? Sounds tedious. Plays tedious.


    See what I did there? It was the converse of your OP. I accentuated the good points of VEATs and focused on the negatives of HEATs. IMO, both are pretty epic in different ways. Yes, HEATs have a pretty tragic backstory and while their story leave a bit to be desired, it's OK.

    The VEATs, from story to powers, own. Just my opinion.
  16. Quote:
    Originally Posted by Jade_Dragon View Post
    Likewise, SoA are not really all that different from Corruptors, Dominators, Stalkers, and Masterminds. They bring a new balance to the combination of ranged offense, melee offense, and defense, but there's nothing new or unique. They are not "epic" in that they are more powerful than any other villain Archetype, they simply are what they are.
    Fortunatas, NWs and Crabs are tank-mages in every sense of the word. They are substantially stronger than any Corrupter, Stalker or Dominator I've seen. Some MMs are on their level, but not all.

    Forts, for example, have high ranged damage, high melee damage, control, defenses, buffs, debuffs & top end mez protection.

    What Corruptor, Dom or Stalker has all that?
  17. Quote:
    Originally Posted by Distiller View Post
    Give us something to break free from the market entirely.
    Why would they do something so silly?

    Quote:
    Iunno, I think this is a good topic to discuss and look into. Clearly they wouldn't have added the merit system for any random reason. They added it and put vendors up to help players who play the game get the same rewards that farmers get.
    You don't have to be a farmer to earn IO set recipes.

    Nevertheless, I don't have a problem with giving merits for more activities.
  18. Quote:
    Originally Posted by SwellGuy View Post
    I was thinking about this and the CoV zone that popped into my mind to contrast Atlas Park was Grandville. Then I realized how interesting it is (story wise) that the center of the hero world is the beginning and the center of the villain world is the end. (Center is my attempt to describe a point of attention.)

    CoV is about Recluse while CoH is about the new hero seeing the heroic statue of Atlas and the flag waving over the City Hall. In CoH the new hero is welcomed with the shining premise of doing great deeds while in CoV I may be the chosen one but I am going to have to prove it and meanwhile I am going to be treated like poo on the street.

    CoV needs new leadership. We need a man like Lex Luthor.

    Folks, especially ones who like CoV more, tend to remark how much the devs "learned from the mistakes of CoH".

    My suspicion, just from what we've heard about Going Rogue is that they've learned from the mistakes they made with CoV. I'm guessing that Emperor Cole (Tyrant's) Praetoria is probably a paradise (on the surface). Assuredly, he's still a villain, but probably a much more complex one than the cartoonish villain of Lord Recluse.
  19. Quote:
    Originally Posted by Primal View Post
    Judging from the reminisces I see from former EQ players, here and elsewhere, apparently there really are people who enjoy spending a great deal of time just preparing to play the game. Who spent hours of uneventful traveling and waiting so they could get to whatever would finally make them money and/or experience. Or maybe they didn't actually enjoy it so much as endure it with gritted teeth, and now they're considering themselves leet and moaning about how soft players are these days. Could go either way.
    Agreed, but there is a middle ground between "waiting ain't playing" and "not having everything handed to you on a silver platter.

    Quote:
    I don't mind repetitive if the combat system is entertaining and/or there are drops involved (enhancement drops count too), but lengthy travel time is something I don't care for, especially when there's no story reason for it. If I'm in Peregrine, there better be a darn good reason why the mission is in Perez, otherwise I get annoyed. Office buildings and caves can be anywhere. I don't do AE, but I can see the temptation.
    Personally, I don't see ANY travel in this game as "lengthy." Even the longest trip in this game (which would probably be from Galaxy City to either the Hive or the Storm Palace) won't take any more than 5 minutes. Peregrine to Perez is a snap.

    But to each his own.
  20. Quote:
    Originally Posted by Umbral_NA View Post
    You're missing the intent of what I said. The fact that Blasters, Defenders, and Controllers all get greater functionality and usefulness out of their APPs because the "holes in functionality" that are being filled for them only need small bits in order to be effective. Survivability powers do incredible things, even when there is only one and especially when they're using the self buff modifiers of Defenders and Controllers. Attacks do well when the AT is only barely short of a real attack string and the attacks are themselves better at damage dealing than the native powers.
    To be honest, my defenders barely use their APPs. I suppose I would if I took Power Build Up like everyone else. But other than that, they're pretty bleh. The only ATs I really look forward to getting APPs with are Controllers.

    Quote:
    Controls do almost nothing when there is only a single one of them, especially when it's got a shorter duration and twice the recharge. Getting ranged attacks is virtually pointless whenever you need to be in melee to use your other 6-7 attacks, especially when those ranged attacks do less damage than the worst of your melee attacks.
    LBE & Dark Blast do more damage than almost all Scrapper T1 attacks. Animation time is longer, but they also do exotic damage which pushes them well over when fighting mobs with protection to Sm, Le.

    Quote:
    It's not a question of "filling functional holes is bad". It's a question of "the method in which those holes can be filled is bad". You can't plug the functional holes of Scrappers and Tankers with 1-2 powers. You can plug the functional holes of Blasters, Controllers, and Defenders with 1-2 powers, especially when those powers are generating better numbers than the commensurate powers used by Scrappers and Tankers.
    I disagree. I see no "functional hole" closed by my Defender's APP. Nor my Blaster. Hell, my Controllers just get better, but then they were already pretty good.

    Quote:
    Because the Scrapper/Tanker functionality holes (which were assumed to be control and ranged damage rather than, as we now know, debuff and team support) can't be plugged with the quick addition of a couple powers, a different design mentality should have been applied to their APPs: rather than trying to support by diversifying power functionality (generally by giving powers that compete for animation time on the same level as their normal powers which are more effective), they should have acted as augmentation for the functionality already present. Debuffs, self buffs, team buffs, and other abilities that would actually allow Scrappers and Tankers to contribute more to a team with their APPs.
    I don't disagree with that, but let's be honest. Let's say that Tanker Pyre Mastery was:

    Thermal Shield
    Plasma Shield
    Fire Blast
    Thaw
    Power of the Phoenix

    That most certainly WOULD give the Tanker who took it another meaningful role in the group. But no one would take the pool, because they would cry that it does nothing for them. Witness the outcry over one power in Shield.

    Quote:
    There is a reason that Body Mastery was chosen more than any other Scrapper APP for the longest time: it had Conserve Power and Focused Accuracy. Those were the only reason that most people took them. LBE is and was pretty much only a set mule, and Energy Torrent is decent but requires more power picks than most are willing to contribute in order to get it (especially since there are numerous other powers that compete with it because Scrappers generally already have enough in the way of damage dealing powers available much earlier and with lower opportunity costs).
    Focused Accuracy was taken because it was one of the best powers in the game, PvE and PvP. LBE is, was and always will be useful. Just because everyone wants to take Tough/Weave so they can solo AVs doesn't make the power useless.

    Quote:
    It's even worse when you look at how the other ATs operate with their APPs. Defenders, Controllers, and Blasters can't wait to get theirs.
    I could.

    Quote:
    Almost every Scrapper and Tanker I've seen will simply shrug their shoulders and move on. For Defenders, Controllers, and Blasters, the APPs actually add something beyond "here's a couple interesting gimmicks". They don't for Scrappers and Tankers.
    I disagree with all points made here.
  21. Quote:
    My post may be considered a whine but come on...Bluepops get 1 whole new EPP and 1 extra power to the existing EPP's and villains might get a new power for brutes VEATs if anything? How the hell is my whine not reasonable?
    The Scrapper AT, who has only had three epic choices SINCE BEFORE VILLAINS EXISTED, is getting ONE new pool. Every villain has had four choices since 2006. How you can see your complaint as reasonable is beyond me.
  22. Quote:
    Originally Posted by Umbral_NA View Post
    Most Tankers find the APPs as largely unimpressive and, generally, only use them for an AoE Gauntlet taunt or set mule, if they even take them. Scrappers even more so. The idea that an APP should fill in holes in functionality is a flawed concept, especially from a balance perspective.
    I disagree. Scrappers and Tankers need next to no help as ATs. The APPs add a bit of flavor utility and some ranged attacks. For two ATs who can stand against Giant Monsters, AVs, etc. and not flinch, this doesn't strike me as particularly unfair.
  23. Quote:
    Originally Posted by Jibikao View Post
    This will be dream come true!

    I think SoA has the same health as Mastermind?
    No, like most areas, SoA have a 1.0 Health mod. Which they share with Corruptors, Defenders, Controllers, and Dominators.

    Masterminds have slightly less; Stalkers and Blasters have a 1.2 mod IIRC; I don't remember what the meleers mod number is, but Scrappers are at 1338, Brutes at 1499 and Tankers at about 1800 I think.
  24. If I could change one thing it would be:

    Soldiers - Scrapper base HP (1338 at level 50)
    Widows - Blaster/Stalker base HP (1200~ at level 50)
  25. Quote:
    Of course if you prefer storylines and factions that leave a lot of gaps and don't tell you much about anything so you can insert your own interpretations/motivations then of course you're going to dislike the Kheldian missions and most of Grandville, for the same reason I dislike the thin/bland stories attached to newspaper missions. Where you see a linear storyline I see a chance to learn more about the world.
    I guess that's part of it for me. I don't mind a story, but I don't want it spoon fed to me. I like filling in the gaps.

    One of the things I like about the supposedly "weaker" CoH storyline is that you have to learn about the different villain groups in a lot of different ways. From history plaques, multiple story arcs which only give you a bit of the story, etc.

    I think that's why I like VEATs so much. They're story arc really is a pallette, if you consider it in context with other things we know about the world it makes a ton of sense. No it's not all self-contained and thank goodness for that. I neither desire nor require having it all laid out in front of me.

    Add that to the fact that VEATs are solid performers without the gimmicks that the CoV ATs (and the HEATs) require, and you have an AT that I adore.