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Quote:And 5 +6.25%, and 5 +5% Recharges, and 5 +10% Recharges, and etc........To add to this: each buff stacks up to 5 times BY NAME.
You can actually have 5x Luck of the Gambler: +7.5% Recharge bonuses and 5x Huge (7.5%) Recharge bonuses all slotted and running at the same time.
Good luck trying to fit all of those on one alt, but it's in theory possible. -
Quote:I started to reply, and the more I thought about it, the more I realize I'd just be guessing. So, I'll just say, "Good question."Just to add to this, instead of starting a new topic:
If you already had characters above 20th level, are the epic archetypes unlocked? Or does one have to do it with a brand new character?
This is all news to me, as I've come back after a long hiatus. I recall having to get to 50th to unlock these... -
I'm guessing the bug where your teammates appear dead or not zoned is still going to plague us? I know there are workarounds, but it's still an annoyance, and even worse, I've been on a pug or two where the team leader didn't want to implement them for some reason, leaving us to wonder as to the health of our teammates.
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I agree with most everyone, in that it is an improvement over the initial redesign. However, they really are an improvement only by comparison. At least now you can tell they are supposed to be CoT.
But, I agree totally with the large minority. Way too brightly coloured. Way too pointy. Way too armoured looking. Still managed to completely lose the mysterious cultist look and feel that made the CoT so much fun. Way too much like you're trying to look like one of the other MMOs.
That said, the artwork is great,a nd as an item to sell to the players, they are fine, and judging by a lot of responses, great. Not something I'd buy, but it's still nice work, just totally inappropriate for the CoT.
However, I agree with everyone in that it's wonderful that the devs DO listen to their fanbase.
I completely understand the need to update the looks of the NPCs, but feel you still have failed to create CoT NPCs, but instead created some totally new NPC group. To try and offer some constructive criticism toward that end, I'd like to suggest to the art team a couple of specific models of how to change an iconic enemy group for an environment with a vocal and dedicated fanbase such as CoH. Less is much more. Reference the changes made to the Daleks or the Cybermen appearance over the years. Their changes were made over a lot longer than 7 years yet they are much more subtle.
Thanks for listening. Hope you get these well done costume pieces out for sale, since obviously everyone thinks they look great and appreciates the great work and effort put into them. They for sure will sell. Now, lets hope you realize that they only barely resemble the CoT and try to squeeze in one more redesign (I realize that this isn't likely, but I can hope). If this must be the new CoT (than at least it's better than the previous redesign attempt), try to at least keep the Daleks in mind on future redesigns. -
Quote:I made a build for my claws/Invuln brute and I got about 38% s/l and 35% n/ne def. This is obviously without Invincibility.
I will post the build when I get from work.
I haven't seen any brutes with Invulnerability lately so I'm thinking it might be a bit underpowered...?
Anyone got any experience in this kind of set up?
Yes. Claws/Invul still rocks..
As for Invul vs Elec. Elec I'd say is a little more versatile in that it has psi resistance and -end resistance. But, as mentioned before, it has zero def debuff resistance. Because it has zero defense.
Invul has def and resistance. And a lot of both. (well, a lot of s/l, not so much to others, to varying degrees).
Elec will cost a lot more to make a peak performer, but once that happens, Elec probably gets the nod except when being debuffed. Which can, depending on playstyle, happen a lot. -
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Quote:Having good powerset combinations does nothing to prevent a character from having a coherent theme and good name. On the contrary, minmaxing helps you avoid the unimaginative, unoriginal ideas that are prevalent among concept characters. How would you explain a Rad/Sonic defender's powers? How does someone with control over kinetic energy summon fire imps? Why would someone fight with a shield if they had fire powers? Trying to find answers to these questions provokes original thought and trains your imagination.*snip*
While I agree that there is nothing preventing *any* powerset sombo from having a coherant theme, I totally disagree with the section I bolded. Prioritizing numbers above any other consideration doesn't encourage creativity of concept. In fact, from a purely numeric point of view, it probably encourages one to do exactly what everyone else has discovered works.
If 2 people both happen to be a little on the uncreative side, and one decides to prioritize pure numbers, and the other tries to come up with a cool concept, the first will make a build that varies little from a posted build from a proven power combo, and the 2nd will come up with a natural pairing (for example matching fire with fire anything) and the alt will have a very cliche back story.
If two highly creative people, both interested in concept, but one also focused on min-maxing, the other only focused on story create new alts, the min-maxer with have a proven power combo, or a closely related pair of powers, and a great backstory and concept, and costume. The other player will have who knows what possible power combo, and a great story, concept, etc.
It is in the mid ground is where the concept focused player will produce more imaginative concepts and stories. Of course, in the mid ground, the min-maxer on average will have more creative builds that out-perform the concept first person, in general. And this is entirely because of where they focus their priorities. I'm not making any value judgements on either style of play, but to say that someone whose #1 priority is performance over concept will on average have better concepts that someone whose #1 priorities is concept over performance should be prima facie wrong.
That you have a highly optimized build and a great concept and back-story doesn't prove that highly optimized builds lead to better concepts, it proves you're more creative than most and care about both aspects. -
Quote:I think Hasten plus another fun power or two, BU, Burnout, BU, Nuke, pop a blue, Hasten again another couple of blue and you have about 1 min 30 of double stacked hasten to play with.So I would imagine when Burnout was first concepted the original design likely instantly recharged everything then people started to do obscene things.
Imagine with me that you are in closed beta before Burnout, the new tier 5 speed pool power which recharges all primary/secondary powers, was changed to primary/secondary.
How would YOU break it?
I'd like to think that
[Eye of the Magus][Drain Psyche][Inferno][Burnout] Repeat would have been insanely fun. -
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Quote:I would hope that you are correct, but I know better than to assume sometimes in this game.You wouldn't even need to do that, "Accept teleport" is already a toggle under the regular Options menu. A hypothetical "Regroup" power would likely be affected by that setting already.
I would also have hoped (and assumed) that the glitch from I5 I think it was that caused teammates in a mish to be shown in an arena, or in a super group base instead, and vice-versa to have been fixed by now, but it hasn't, last I checked. -
Quote:Increasing the damage cap of blasters would have more of a psychological impact than a numerical one, given the scenarios discussed in this thread. In situations where blasters are being out damage-contributed by force multipliers, the difference is large and not small. An increase in damage cap from 5.0 to 7.0 is basically an increase in total damage of 40%. Which is a lot if you can buff yourself that high, but its worthless until you do, and when you do you still have to compete with force multipliers delivering several times the damage you do.
Although, personally speaking I don't buy into the optimized force multiplier numbers as being representative, simply because I don't ever actually see those situations in a sustained fashion. And I play both sides of the force-multiplier fence. Also, I really honestly haven't seen this prejudice against blasters as damage dealers. I have never, in seven years, heard of someone advertising for a damage dealer, and by that they meant kinetics defender. I've seen people advertise for strange stuff, but that would be a first for me. The only times I've ever seen blaster-prejudice has been in situations where people think they are too squishy, and no amount of damage cap increase would make them less squishy.
Given the problem is probably psychological more than real, I was specifically looking for a more psychological fix.
And I share your skepticism on the optimized force multiplier numbers. I am skeptical about a lot of numbers for highly optimal situations. For example, I've always thought Scourge's actual game effects were overstated due to the fact that it's firing is rarely optimal.
And again I agree, outside of the forums, I've never seen any anti-blaster prejudice but I can't claim omniscience, so I figure it has to exist, at least to some tiny degree, I just don't know where. But there are servers I like to play on, and some servers I largely avoid, too, so...... -
I think it was 5 or 6 issues ago they fixed redraw as far as it being a hindrance to speed. Some people claim anecdotal knowledge of proof of some combos still having some problems, but as far as I can tell from doing video capture, and the frame-by-frame, it's no slower than a non weapon set. No combo I've tried has shown any slowdown that I can detect.
I will admit, that this was several issues ago, and more recent changes may have reintroduced a problem that was fixed temporarily. I'll also admit I certainly didn't try every possible combo so it's possible some combos have a problem, and some don't.
However, I suspect that redraw is a problem only in matters of aesthetics. I think the impression of a slowdown might be an auditory-visual-time-sense illusion of some sort.
That said, I've played many claws alts and not ever had a problem with redraw. Post redraw fix, even TA/Assault Rifle seems fine to me. The only one I really makes me question myself is Broadsword. Intellectually, I'm almost positive Broad sword is fine, too, but I always get a nagging feeling while playing it that it's slowing down during the redraw.
YMMV though.
PS: Claws is scary fast, with one minor exception. I'd think the stupid long animation time of eviscerate in comparison to the other powers in the set would be more annoying than redraw is ever likely to be, but that's easy to say as someone who love her claws 50s... -
I'll get to work on a Meh Strength/Tepid Armour/Lawyer Brute ASAP and post the results.
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That's slightly annoying, and I don't think it's quite WAI, but thanks for verifying and sharing nonetheless.
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Quote:I like it. You're right. It is a lot like Shield Charge with a touch of Team Teleport. Therefore, regroup should stay the T9, and Lightning Assault makes the T8. Or I'm pretty sure I recall Shield Charge being a T8.A while back there was a thread about this in the suggestions forum. My suggestion for a T9 power was "Lightning Assault" as basically a reverse-wormhole. Activating it would teleport you and any nearby teammates to the chosen destination while giving any allies near you a damage buff and applying a stun & knockdown to enemies near the destination. Thematically it's like Shield Charge, you aren't actually teleporting, instead your entire team is charging forwards and attacking before your foes can react (represented by the stun/knockdown).
Either way, whichever works. Sounds like a fun power. Some people would probably complain about being teleported, but Null the Gull could always take care of that. -
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Quote:Bolded for truth! Too many people forget that. Glad you didn't and glad you're sharing the results with us as they come in.Well, this goes to show the value in doing a control when experimenting. I did 50 tests using CJ + Hover, and got a 30:20 drift:stop ratio, that is 30 times I kept floating off in the direction of travel, 20 times I stopped where I was mezzed.
For a control I used just Hover, and got... a 30:20 drift:stop ratio. So two thing learned, the bug doesn't always occur, and Combat Jumping doesn't appear to affect it at all.
I'll do a bit more testing with different power combinations when I have time. One thing of note is that my initial post is incorrect in that the bug seems to affect Fly and Hover equally, it's just noticed more often with Hover since it's used in combat more often. -
Quote:I totally agree. Except the scrapper and MM and Blaster versions obviously can't be a direct port of each other.Master Minds, and blasters, too, should get variations of Martial Arts as a secondary.
As well, there should be some sort of a 'Soldier of Fortune' power set, for scrappers, stalkers, Master Minds, and Blasters. Should get a few melee attacks, some body armor, a modest bandage self-heal, some pistols and grenade action maybe, a stealth power, etc.
You know: A normal dude with attitude. Street Justice might kinda fit, we'll hafta see. -
Quote:I think your final line is probably a fine idea, too, but I was trying to address the complaint of blasters being superfluous, not solo-able.In spite of forum conjectures to the contrary, there's no evidence blasters have trouble finding teams. But since no solo blaster can really breach the current damage cap with any practicality, an increase in the cap doesn't help solo blasters. In fact this was my original complaint when the blaster damage cap was increased: it was increased at the same time the scrapper damage *modifier* was increased to its current value and both changes were described by the devs (i.e. Statesman) as an "increase of damage." The scrapper mod increase was an increase of damage. The blaster damage cap increase was eliminating the BU+AIM capitation issue which was going to go away anyway when ED went in.
I would sooner take a blaster mod increase to 1.25 than a strength cap increase to 7.0.
If blasters did, in theory, need a change to contribute more to a team, (and I'm not convinced they do) I think upping their cap might be a better answer than upping their mod number. But I won't even pretend to know the numbers as well as you do, Arcana, so I might be wrong.
I'm not sure of the whole damage formula, and frankly I don't even care to take the time to look it up, but would upping the mod numbers make blasters do more total damage when at the cap? If so, then upping the mod numbers not only allows them to solo better, but also contribute more in a team setting. Or so I think. -
Quote:Could blasters as a set be given an increase to their cap without increasing any other ATs damage cap. That might help some blasters solo, and would certainly make blasters on a team with buffers even more welcome.I wouldn't say no to a damage cap increase, but I will point out it will only help the blasters least in need of help: blasters on teams with ginormous amounts of buffing. It won't help solo blasters or blasters on most of the sorts of teams where they are likely to die.
"Sure," says the Kin Def, "I can buff the other Defender to the damage cap and the scrapper, but if I can get that blaster over there to join the team, I can even get him to HIS damage cap, and then we can really light stuff up!!"
Just an idea. -
Quote:Easiest way to fix that flaw is to not allow a respec into a different PPP, the way the used to do it. Maybe make a level 50 or 45-50 contact that will let you forsake your previous choice in order to run a different Patrons arc, and at that point get the respec and be locked into the choice, unless you talk to the aforementioned contact yet again.I don't understand why people would want to keep this flawed system and continue it with Hero PPPs. They need to just make the Patron Powers accessible at level 40 without forcing you to run the story arc. You can already respec into another Patron's powers without having to run their arc. Might as well just unlock them for all and not tie these specific powers to in game lore.
I'd love for a system like that to be added heroside for heroic PPPs. But, barring that obvious logic hole, any heroic PPP with an attached arc would be nice. -
Quote:I just finished an initial test of CJ + Hover, using a custom mob with just a basic hold in AE. It seemed to prevent the continued movement around half the time, although I haven't done it enough for any real statistics, and haven't started keeping track yet.
I suspect it has to do with the timing of the toggle. According to City of Data Combat Jumping applies its effects for .75 seconds and refreshes them every .5 seconds. Despite the toggle supressing when mezzed, it seems that sometimes the effect is still active long enough to stop the drift, since toggle supression just prevents new ticks from being applied and doesn't remove ones already on the player.
Hmm. Very interesting. Thanks for taking the time to do a test. I'd be really curious about the final numbers when you're done testing, but even if it doesn't work all the time, it's still may be worthwhile to some folks. If the .75 duration is enough to stop you on occasion, I wonder if we can check the duration of effects on the other powers that suppress intertia and check their durations and deduce anything about their % of success? -
Have to agree with a previous poster, the energy blast and kinetics sets seem a perfect match, and the huge amounts of KB seal the deal. What kind of energy else would they be packing that much momentum other than kinetic?
I'd say a solar type blast is probably just radiation blast. Or an energy/fire combo type if they had to make a whole now blast for a solar theme, but I think rad works just fine.
Pure Sonic energy I can't really see as control set, but I could see a music themed control set. And that would pair nicely with Sonics. But I have zero idea how to do a sonic melee set conceptually.
For a controller, I can see plants pairing best with poison and storm. And plants for a Dom, thorns or earth both fit fine IMHO.
I think the kinetic melee as a theme again pairs quite nicely with energy aura. Will energy aura be available to tanks and scraps in the near future? I think I recall hearing that. I know it's getting an overhaul at least, but not sure if it's on the proliferation list.
I'll agree with several people here and say Demons has a wealth of good conceptual pairings. Thugs and Mercs seem to be the sets that require more of a stretch to call a thematic set.
Well, I like the conversation so far, so I just thought I'd chip in with my opinions. -
Quote:A strait Leadership style powerset would be awesome. Might be hard to get 9 powers out of the concept, but I'd it if they did.Heh, maybe they need to set up a "Leadership" Powerset for Defenders, Controllers, Corruptors, and Masterminds, too.
I'd love to have 'Envelope' or 'Outflank' perhaps as power names. 'Regroup' as a T9 'Oh shiz' button also sounds like a fun one. -
Quote:The problem is caused by how Hover's flyspeed is calculated. It uses a mix of flyspeed buffs and debuffs to make sure that you your speed starts slow, but can be increased a reasonable amount via enhancements (old hover got less benefit fron flyspeed enhancements than sprint does from runspeed).
--snip--
The best workaround is to keep an Inertia-reducing effect on you while Hovering. Any power that lets you control your movement mid jump counts. The obvious ones are Combat Jumping, Super Jump, Ninja Run and Beast Run. In addition, the phase/superjump power Warshades get, and the PBAoE +Jump power in Kinetics (sorry, I forget the names) will accomplish the same thing. There's likely a few others that will help as well.Quote:IIRC, this change occured when all non-enemy-affecting toggles were set to suppress rather than detoggle when mezzed. Previously, when mezzed, your hover would detoggle and you would fall down. It's debatable which result is more dangerous.