Haetron

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  1. If Marauder is just standing around out in the open in a hero zone Im going to cancel my vip sub for at least one month and video me destroying my cov/coh discs in horrible ways and upload it onto youtube in a frothing rage.
  2. Whats funny is I want Martial Combat as a Corruptor Primary/Defender Secondary.
  3. Sam, I honestly think with Mercy, the only thing you'd need to change is the outgoing dialogue that sends you to Port Oakes. And the war of words between the two arbiters.

    Mercy -just- got a revamp with freedom that puts the villains in front of arachnos.

    I mean, if you want to revamp it just for fun, then go for it, but honestly, I think Mercy is the one redside zone that doesnt need it.
  4. I think some form of Staff weapon model needs to be in this pack, that set is seriously lacking weapon model love.

    Also, can we PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE get a "clean" version of the hockey mask, and the possibility to lay the existing face patterns on it?
  5. Quote:
    Originally Posted by Starflier View Post
    One fix for Energy Melee I would heartily endorse would be fixing the power order for Tankers so it matched the other AT's. Wouldn't be drastic, but getting a heavy hitter 7 levels earlier, 28 rather than 35, would be nice for Tankers. No one takes Stun anyway, so it would also let them get an APP selection earlier as well.
    Won't happen. Changing power orders is dangerous now, apparently.

    And Energy Melee's problem -is- it's speed. It's a corpse blaster set on any team, outside of AV/EB fights.

    The only thing the set "needs" is for [Stun] to get the same buff [Cobra Strike] got in Martial Arts.

    It could do with TF and ET being sped up, but that will never happen because too many people have irrational bad memories of original ET.
  6. Im wondering why not just make field medic a passive. It just... doesn't seem very good as a click, IMO. Mind you, this is with zero testing, of course, but the functionality of it just seems like something that would be better in passive form.
  7. Quote:
    Originally Posted by Arbiter Hawk View Post
    No, the easter egg proc will not be changing to PPM. Every other proc in the game will be, but this one would just be silly if it happened more often, since it's both entirely fluff and visually quite "noisy".
    Silly question. Would it be possible to tie cosmetic effects to enhancements like this again in the future, if they were less intrusive? Especially the existing damage procs, cause I'd like some visual cue they went off, but even if it was just a cosmetic thing, would be possibly neat.
  8. Quote:
    Originally Posted by Android_5Point9 View Post
    Yep. Answer is "nope."
    Are they still sticking by the whole "WE WONT LET YOU CHANGE IT FOR LORE REASONS" reason?
  9. Quote:
    Originally Posted by Arcanaville View Post
    I leveled the set to 50 with SOs. Linearly. The set is a monster with a high learning curve.
    Yes I did that too. That learning curve varies on how quickly your realize the set is really just Dark Regeneration + garbage filler, and play/build accordingly.
  10. Quote:
    Originally Posted by Tyger42 View Post
    I don't get what you're saying here. The set has great resists. Best psi resist of any of the armors, I believe. Cloak of Fear and Oppressive Gloom are both great situational utility abilities. Hell, Dark Regen is just icing, not a crutch by far. Honestly, it's an "ohpancake!" button. And the end cost isn't that prohibitive.

    Great resists compared to what, Super Reflexes? It's pretty much got the lowest resist numbers across the board on resist based sets, tying with Fire Armor.

    Cloak of Fear and OG are Mag 2 controls. Hardly "great".

    1/3rd your endurance bar is not prohibitive? And point me to a guide/build for Dark Armor that doesn't have DR six slotted and doesn't sing it's praises. It's the only worthwhile power in the set, but it's way over the line, and prevents the rest of the set from getting the adjustments it needs.
  11. Quote:
    Originally Posted by Tyger42 View Post
    Pair it up with Staff and it rocks hardcore. The end reducer form makes it perfectly plausible to run stacked armors without running out of end. Just need some KB protection.
    Its not the armors that kill your end, it's the set's crutch, Dark Regeneration. The entire functionality of that set is leveraging that sole power into a situation where it's usable on demand and doesn't drain your end out in the process.

    And yeah, there's sets that perform well with it, and there's IO combos that make it pretty good. It's just, on it's on, in a vacuum, it's the worst "in functioning reality" defense set.
  12. Oh, and I had so blissfully forgotten about the garbage set I didn't mention it earlier, till someone in game reminded me.

    Dark Armor sucks. Well it does for the non-math nerds who don't run quadratic sawtooth elliptical equation correlation exercise calculations to determine survivability tangent causation standard loops.

    Yes, with IO's it becomes decent. But without them, it's a horrible not fun at all set.
  13. The magisterium is horrible and no one actually wants to run it apparently, and Im annoyed that even though I've subscribed I have no option to unlock the hybrid slot, especially when one issue ago, changes were made to make the entire incarnate process "soloable."

    So please make it so we can purchase the slot with threads just like the others, ok, thanks?
  14. Quote:
    Originally Posted by JayLeonHart_EU View Post
    Please be a +Res power... it's the most logical addition!
    Motivation: PBAOE +Stat Protection, click with long recharge thats unable to be perma'd.
  15. At one point I was doubtful, but Im beginning to join the CoH2 is the secret project crowd, especially considering they reupped their trademark claim for it a third time in April of 2012.

    It was originally filed in November of 2010 and the extensions can only be utilized before an actual product is released for 3 years.

    Im not sure if there's any actual penalty for failing to release a product using the trademarked name, but the "It's to protect their potential IP" argument falls flat simply by the fact even Blizzard hasn't trademarked the idea of "World of Warcraft 2" to protect it.
  16. Quote:
    Originally Posted by Energizing_Ion View Post
    hehe...I wonder how they'll buff Jump Kick in the Leaping power pool.... hmmm


    *hopes that i24 has power pool customization*
    While I think Jump Kick could use a look, its actually in a pool of five powers currently, so it might not be touched.
  17. Power Pool Customization: "We can't talk about that"

    Posi was in chat temporarily and said he knows we want it.
  18. Quote:
    Originally Posted by Captain-Electric View Post
    I've heard and read that some news was coming, but I didn't realize it was that close around the corner.

    I guess we'll all have something to talk about after tomorrow, then. I'm sure it will be good news, either way.

    As much as I want it, I'm honestly not expecting Power Pool customization. My gut tells me that other things are on the table right now, and you know what? That would be fine with me. I wouldn't be surprised by a curve-ball or two. Flight at level one or something.

    I think Paragon Studios wants customization as much as the rest of us. But they can't do everything at once, and it may be that they're working on it as we speak and it'll be done when it's done.
    I will be -very- surprised if it's Power Pool Customization as that is more graphic related, and not really something under Synapse from my understanding.

    And the use of the word "Revamp" has me a little nervous. If it's 5th powers for the existing pools outside of travel powers, that's kinda neat, but that's not exactly a revamp either.
  19. Back on topic, this was posted to the coh facebook page.

    Tomorrow's Community Coffee Talk on Twitch.TV will feature Phil "Synapse" Zeleski as we discuss the upcoming Power Pool Revamp and much more! Join us at 10:30AM PDT!

    Not sure if that was mentioned yet or not during the hasten debate. Didnt see it.
  20. What Im specifically wondering about is not attack chains including incarnate/epic pool abilities, but specifically, a "Melee powerset" specific DPS ranking?

    I've tried searching the forums but can't find anything that is strictly a set by set comparison.
  21. Energy Melee. Because it was created before the concept of animation times affecting set balance existed in the Dev Team's mind, and then that same concept, once it was discovered, was used to absolutely destroy the set's playability because they still didn't fully understand the concept.

    Almost every other set that experiences flaws can be corrected with proper IO slotting or Power Pool choices. Energy Melee doesn't have that benefit because it's largest two crippling flaws can't be "built around" or minimized, and the flaws actually effectively destroy the set's calling card in a team environment for everything -except- AV/EB fights.

    Those two flaws? Lack of effective AoE, and Animation times.

    The lack of effective AoE means that in the team environment, you have to rely on your single target attacks.

    The excessive animation times on the set's worthwhile attacks wind up leaving you "Corpse Blasting" the majority of the time in the team environment, as you will queue attacks to kill a target, and before the attack finishes and damage is applied, your target will be dead from errant AoE or someone using a faster, more effective attack.

    And you can't get more AoE with power picks prior to epic pools, and you can't do anything to adjust Animation times, so you're forced to just deal with it, or play another set.

    It'd be nice to see the current team try to repair the damage done to the set by Castle/BaBs but I'm not going to keep playing the set waiting for it to be done, when there's better options.
  22. Decided to update this with the i24 blaster change announcements.

    Code:
     Thrust Kick          Melee, Minor DMG(Smash), Foe Knockback (Crane Kick Animation)
     Storm Kick           Melee, Moderate DMG(Smash) 
     Focus Chi 		  Self +DMG, +To-Hit
     Cobra Strike 	  Melee, High DMG(Smash), Foe Disorient
     Physical Training   Toggle: Self Stealth, +DEF(Melee, Ranged, AoE), +Rec, +Regen
     Smoke Flash  	  PBAoE, Foe Placate 
     Dragon's Tail         PBAoE, Moderate DMG(Smash), Foe Knockdown 
     Blinding Powder     Ranged (Cone), Foe Sleep, Confuse, -To-Hit, -Perception 
     Eagle's Claw 	  Melee, Superior DMG(Smash), Foe Disorient, +Special
    The first notable change is switching hide to Physical Training, and having it mimic Field Operative, as the original hide was intended to mimic devices Cloaking Device.

    The second is the change to the first power and changing Crane Kick out for Cobra Strike. Im not completely sold on this change and think the original CAK at level 1 and Crane Kick unaltered later would work fine, but this brings it closer to other blaster secondaries in structure. Thrust Kick should simply use the Crane Kick animation, with the difference in damage justifying the change in name.

    The original intent behind the proposal of this power set isn't changed, as there would still not be a requirement for new animations.

    Actual numerical values of the powers may need to be adjusted for balance reasons, but the text descriptors of the damage levels keep it on par with existing blaster secondaries.


    You can see the original discussion and version here.
  23. Quote:
    Originally Posted by Haze3k View Post
    How about a knockback? A drop-kick that when activated propels you toward the enemy like Shield Charge. Your target and maybe a small cone behind him get thrown back.
    Doesn't really work because no blaster t1 secondary is an aoe to my recollection, and it still doesn't help keep people at range. The new version listed above was swapped to use a crane kick variant after considering this issue.
  24. Im convinced the only way to fix Tankers is to modify their secondaries, and then, it has to be something only on the tanker side of things and doesnt map over to brutes and other ats.

    And it all starts with Taunt. That power needs to be given the same treatment the various i24 "blaster sustains" are being created with.

    Have the taunt still do its current task, but also have it do something else.

    Personally, I'd like to see the Tanker move over into a Debuff/Control melee style, with the secondary effects on tanker secondaries altered so they're a core part of the power functionality, instead of a tacked on secondary effect. More damage would be nice, but I don't think it would salvage tankers at this point.

    Basically, I think the thing to do is modify tanker secondaries to the point the tanker moves from being "Damage Sponge" to "Hybrid melee based Control/Debuffer". Damage resistance capabilities should remain unchanged, just the added control/debuff effects have a trade off of requiring melee range and being st focused, so the tanker doesn't step all over Dominators, Controllers, Defenders, Corruptors, and MMs, but moves in a different direction than Stalkers, Scrappers, and Brutes.

    One of these days I'll actually write up exactly what I mean using a couple of example powersets in a post, if anyone really cares to see what Im getting at.