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Posts
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One thing that annoys me when playing my plant troller...
the conflict between roots and knockdown powers.
Roots should just root in place. It shouldn't hold the mob in an upright position so that powers with knockdown have no effect. I'm fairly certain they coded it this way since "knockdown" is just a scaled back version of "knockback", but it should be fixed. -
What I wish they'd do is make both slows and sleep powers a more integral part of the game. With the exception of electric trollers, sleeps are pretty useless - too much AE damage going on in most teams. I've found slows to be very useful, although I dont often see that opinion among other players.
My suggestions:
Sleeps:
When "awoke" from a sleep by damage, a mob should have a "groggy" period where his recharge is greatly diminished and possibly a short period of disorientation.
Slows:
All slow powers should also slow down mob attack rates - a lot of slow powers do, but I don't think all. In addition, it should lower the accuracy of mob attacks. -
Quote:I've found that SS with some kind of stealth proc or SS + an invis power is necessary for speed ITFs ( when playing a squishy ). Without SS - yep you're going to faceplant a lot.My holds slide off of the backs of everything in BAF and on the Mothership like water off a duck's backside. Ice Patch is hard to use without getting killed- and still doesn't seem to have a whole terrific lot of effect on anything in those two locations.
As for ITFs, I've done... a few ITFs. And by a few, I mean enough that, frankly, the very thought of doing another one makes me want to hit myself in the face with a brick until it feels good. -
A broken off section of telephone pole. Or a tree trunk, either works.
An iron girder.
A huge wooden club with iron spikes. -
I want not only a moon zone, but also this:
http://www.daviddarling.info/encyclo...Station_V.html
A fully explorable space station would be incredibly cool - like a city in space. -
Quote:Probably not. A TF at this difficulty setting couldn't easily be speeded, especially not with a PUG. A trial on the other hand is completable in 20-30 minutes. People who just want a quick trial to get a few merits and a component will still do them.So very signed! However, I think the Trials might fade to relative obscurity (a la Cathedral of Pain) due to the difficulty of finding enough players to fill them.
This option would just provide a change of pace. -
Not sure I understand what the mob's level has to do with the player's incarnate level shift. The mobs would be level 54. The player, with a +1 level shift, would effectively be playing at level 51.
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Quote:My target would be those people who have at least a couple of thier incarnate abilities unlocked and are looking to build up to their T4s.I would be fine with 1, 3, 4, and 5, but honestly, the "gimmicks" of the trials are the only parts of the trials themselves that I actually find annoying. Marauder's auto-hit artillery strike, Anti-Matter's auto-hit Pulse are ridiculous and not a proper "obstacle." So anything along those lines would be very annoying in my opinion.
Also, this sounds fine for an actual "Incarnate" mode, meaning that the mode is meant to be played by characters who already have run the trials and acquired their Incarnate abilities. In other words, too difficult for a character just starting their Incarnate journey. But given the amount of people wanting to play through regular content as a means by which to obtain Incarnate abilities/components/merits, I would say it would be a far better idea to cater to that party first.
One thing I wouldn't want is for the full incarnate +3 shift to be applied. Only the +1 alpha. Otherwise, you'll have plenty of "Incarnate ITF LF +3 members" broadcasts. -
Most MMORPGs I've played have a normal vs heroic setting for dungeons, with the heroic setting making the gameplay experience much more difficult, but the rewards scaling to make it worthwhile.
It would be nice to provide the same thing in CoH, while also giving an alternative to the same 3 trials over and over.
So, how about providing an incarnate setting for regular TFs?
1. The end-boss would have their regular powers, as well as random Tier4 powers from each of the Lore, Destiny, Alpha, etc. categories.
2. The end boss would be given a new devastating power (unique to that AV).
Examples:
Recluse (STF): A PBAE that would tick poison damage for 15 seconds as well as an unresistable knockdown. Alternative: The pylons can defend theirselves with PBAE attacks.
Reichsman (Khan): A footstomp with high damage with unresistable knockback - that would knock you clear across the room. Alternative: The ability to summon an AV level 5th column robot.
Romulus(ITF): The ability to summon a nictus crystal every 15 seconds along with all the associated mobs. Alternative: Every minute you are engaged with ROM, he summons yet another Nictus ( i.e., if you dont kill him fast enough, you have to kill him more than 4 times )
3. All regular mobs would be adjusted to level 54.
4. The end boss and other featured AVs adjusted to level 55.
5. The other AVs that you encounter along the way would get two random T4 incarnate powers.
In short, you'll have to bring your A-game, or you'll get your teeth kicked in.
At the end you could select one of the normal rewards AND get a random incarnate component, just like on a trial.
Edit:
- I'd also have incarnate threads drop off mobs in this mode.
- I'd provide astral merits at the successful completion of each mission, as well as completion of some mission objectives. (i.e., I'd provide an astral merit each for Penny Yin, Glacia, and Infernia if they don't die. Also for objectives like freeing the seers in ITF, defeating AVs in STF, etc. )
- Perhaps some extra badges for the badge hunters out there. -
Sigh, and I just finished leveling my WM/SD brute to 50. I would have made him a scrapper in a hearbeat if that option had been available.
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Personally, I'd rather have the system put a timer on anyone who doesnt hit the green button when a trial begins. You join a trial and go afk, you can sit there and cool your heels for an hour ... you can't join another until the timer expires.
Same thing with those who click decline. If you've been in a league for more than say 5 or 10 minutes, then click "decline"... you get the same cooldown timer.
I'd say there would fewer afkers if there was some consequence to the action. -
Overall, I don't like the design of this system.
1. Once I've unlocked a costume piece by purchasing them in Oro, it should automatically unlock on all my characters. Having to go through mail options to unlock for EVERY character is cumbersome and annoying.
2. Certain costume pieces will unlock only for level 50s. So, now all my lowby characters will be sitting there with email highlighted red for their entire life - until they hit 50.
Suggestions:
- Costume pieces with no level requirement should just unlock - just like you purchased a costume pack.
- Costume pieces with a level requirement should auto-unlock at level 50.
- Remove the concept of a costume piece voucher completely. -
Quote:Just finished playing a Mace/SD Brute to 50 - rarely could get fury above 75%, and it tended to drop fairly quickly. I never felt that I was approaching the damage output of my MA/SD scrap.This mechanism already exists for scrappers in claws and dual blades, namely, you need to stack two of your damage buff attacks before your damage peaks. It's even more pronounced in kinetic melee, although that tends to rise and ebb as you play.
Not nearly as bad as the fury bar, but it IS present.
And to be honest, after the recent brute fury 'nerf' (LOL), fury conservation is not nearly so onerous as it used to be.
As far as DB foes, my DB/Fire is by far my least favorite scrap. I rarely play her. You have to complete combinations to get full damage output, and there are so many things that can interrupt an attack chain - running mobs, lag, and misses. -
I won't be recreating any existing characters, however there are a couple of concepts which couldn't be made using the existing weapon sets. ( or at least not to my satisfaction )
1. Some kind of Conan the Barbarian type toon with a huge sword.
2. A Nordic type character or perhaps a burly dwarf - with a big honkin hammer. ( assuming they make a titanic hammer, ive only seen 2 swords and a RR crossing sign )
3. Perhaps a troll type character. I could see him swinging a huge log, club, tree, or perhaps the RR sign.
I HOPE they dont try to incorporate staffs into this. Staffs should be separate and distinct. -
Not sure I like it that they'll be turning scrappers with this powerset essentially into brutes. I like having max damage out of the box - not chasing after rage/momentum bars.
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The only issue I have with polar lights atm is that there is no visual or audio cue that they're attacking. None whatsoever. They don't even appear to approach the enemy.
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Rather than argue over this, how about a listing with min/max possible dps per each pet set.
In the case of single target pets, min and max should be identical.
In AE heavy pets, min would make the assumption that each attach hits only 1 target, and max would be 16 or whatever the cap is for cones/AE attacks.
I would then add an average column and sort by this column. -
I prefer to use tornado as a DOT against hard targets like Bosses/EBs/AVs. They tend to have inherent knockback protection.
If you use tornado on teams against minions and knock everything around, you will probably get 1-starred by a lot of people. -
If we're going to be getting rid of archtypes, my vote is for MM.
Hard to find a corner of Pocket D or Wentworths without hearing one of these friggin demon summoners.
Quote:Erm, who needs warshades?I'm waiting for someone to say something bad about Warshades so I can jump down their throat. Nothing like an AT that brings harder mobs to a mission.
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I just finished leveling a WM/SD to 50. If I had it to do over again, I'd probably go WM/WP - just for the quick recovery.
Endurance usage was a constant issue. -
Personally, I wouldn't even bother with the sleep.
Solo, you can sleep 1 mob while working over another. On teams, there is always enough AE to render any sleeps useless.
Caveat: With electric control, I understand you have enough recurring sleep effects to make it worthwhile - havent played one. -
Quote:Yeah.... just had my first game lockup/crash in a long time ( last night, near the end of a BAF). I hope this doesnt recur.If the game starts locking up on you with no error message, that might be related to your new drivers
If that starts happening, uninstalling them and replacing with the 11.3 set will likely help. It cured all my crashing woes. Glad to hear that your original problem may be resolved.
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I took a little bit of defense with my plant/storm - Steamy Mist/Frozen Armor. But, to be honest, you dont really need it. Between SoC and Hurricane, not much is going to hurt you.
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Quote:It's an ATI Radeon 5970. The driver is dated 1/4/2011 ( v 8.812.00 ).Are you using an ATI card? All of the * list gliches I have read about (including my own) have been related to ATI and their drivers not working well with CoX.
Check your driver version. If they are quite old (less than 11.2) try updating to the newest ones. If they are the newest, or fairly recent, try rolling them back a version at a time.
There doesn't seem to be one driver version that works for everyone. But I have read success from drivers between 11.2 and 11.6. (My "magic number" was 11.4.)
Edit: Just tried windows update to get the latest driver, and the installation failed. Wonderful.
Edit: Managed to install from the AMD website. I'm upgraded to a May version of the driver. Seems to be behaving better at the moment. -
I recently purchased a new monitor - a Samsung PX2370 - which I have running at a resolution of 1920x1080.
Since then, whenever pulling up the contacts list, mission list, or tips list, the screen will flicker or shake when drawing the dropdowns. Occasionally, it will even temporarily black out before redrawing. After the initial drawing of the dialogs, it works correctly in subsequent viewings.
Is this an issue with the monitor, or does CoH have a problem with drawing dropdown dialogs at wide resolutions? Any workarounds other than going to a low resolution?
Note: I never had this issue with my old monitor - which ran at a more squarish 1280x800.