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does the self destruct option get interupted if hit like the pocket D TP?
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I would highly, HIGHLY reccomend you do NOT zone while the self-destruct power is counting down. There is currently a bit of an issue with the FX script that can cause the camera shake to not stop and increase over time...indefinitely. If this happens, the only fix is to completely shut down the game and restart it.
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Of course now I have to try this.
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This bug may be linked to the self destruct but is not restricted to it.
Today, on a toon without the self destruct on her power tray (although I have got the pack), finished a KHTF, exited the mish and opened an Ouro portal, quick in and out to Talos, uncontrollable camera shake getting worse so I exited the game. -
Don't think I missed it, no mention of the steadfast protection res/3% def, a really cool IO for any VEAT.
Mine is currently 34 and having a blast with it. The Cap SF with me, a fortunata and 2 non exemped so unbranched soldiers was a thing of great beauty and as easy as any SF I've ever done. -
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At least two of the powers should be some kind of AURA Buffs
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I have, several times, suggested that Defender powers need to be different than Controller. After all, a Defender can hit for 65% the power of a Blaster. Yeah, ok, Defenders can self buff a bit, but solo, a Defender cannot self buff to equal a Blaster. Only on teams with other Defenders can they equal a Blaster, and then the Blaster on the team is being boosted at the same time so equality is never met. HOWEVER, Controller buffs are almost the equal of a Defender. Their RA, for example, is not 35% less effective. So, Defenders get to be Junior Blasters with Buffs (and many they cannot self use), Controllers get pets, run farms, and have all the benefits - clearly making them the superior AT.
I have suggested over the years to change Defender buffs to Auras, and make Controller buffs individual. I have, again, turned in a suggestion to the Devs, maybe they will listen this time.
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That would certainly make the Defender Class more useful to me. I can not handle the frantic pace I must have to try and keep everyone buffed with individual buffs.
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Do you have keybinds for your buffs, I know kins have had these for years, but essentially you bind numpad 1-8 to target team mate 1-8 and then activate one buff. You bind to shift + numpad 1-8 for another buff and similarly for ctrl and ctrl + shift. It makes the buffing much faster.
Otherwise just set the numpad to target the relevant team mate and unload your buffs manually. -
One thing I'm not sure if you missed. IIRC you have no KB protection. Now you could spend big on the steadfast or karma -KB IOs, but if you can afford the slots, 4 slotting kinetic crash for 3 points of KB protection is a lot cheaper and makes kick or jump kick (attack powers you're not going to use so buy low level uncommon IOs from that set) not quite the turkeys they started out as. This is something I commonly do on fire armor toons as I want the fighting pool.
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Remember these options have not been available on test for a while, they've forgotten to put them back in when putting it live.
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I believe you're missing Decimation: Chance for Build Up and Gaussian's Synchronized Fire Control: Chance for Build Up (though I'm aware that the latter is bugged and is able to be slotted more than once, to be fixed with I12).
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Gaussian's doesn't appear to be a unique one though. Decimation however is. Ty for that
Edit: rechecked in game and Gauss is a unique, mids planner however thought it wasn't so mid's appears to be needing an update. Adding in Gauss to the list
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Gaussian's is not unique at the moment although it's meant to be. I believe what's going on is that there are at least two places in the tables that lie behind the game that hold whether an IO is unique and it's set as unique in some but not others.
This means you can slot multiple copies at the moment, but a fix is rumored to be coming down the pipe, leaving a lot of potentially disappointed /SR scrappers as the 6 slot set bonus is great for them atm. -
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Well, his Forum Bio does list him as a "Creative Genius"!
I thought it was pretty cool (as a Poser user myself), but if you go here you can check out a thread where he uses Poser to create a comic book based on COH.
That does it! I'm going to try and join the UK COH boards! Hopefully being an American won't hold me back...
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No but you need an EU CoH subscription, which is very irritating when you're actually in the UK and want to attend EU CoH events.
Some simple way of sending PMs to EU forum users at least would be great, particularly if you know somebody from your home town is driving to an event 150 miles away with a space in their car.
Creative genius means they've won a prize in a monthly competition they run on the Euro boards. -
Posi, any thoughts for the serious altoholics among us, how about a bigger package of new slots.
I play on all servers, and have about 10-15 free slots period. I play in strong SG/VGs on Freedom, Infinity, Protector, Pinnacle, Virtue, Victory and Triumph and would love to get more slots on all of these.
A package of say 30 slots for $70, or 6 slots on every server for $? would attract me more. 5 at a time it gets seriously expensive quite quickly. -
Not sure whether it's been asked already, but not seen a dev answer, do scrappers get the brute or the tank version of fire melee ? ie cremate or combustion ?
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'Cut the reds some slack, I just got locked out of a STF but understand the major awesomeness that is Freedom. '
hell no. freedom's full of noobs taking up my server space
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And THAT is the core of this problem.
3 RWZs, 3 PIs. Devs, do you think they're there to admire the rich urban detail?
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Simply putting a temporary level limit on PI for the duration of the 2xXP weekend would make a big difference to this. You don't get n00bs in the RWZ (unless they've just come from PI). -
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Yes it is rather frustrating but it is not impossible. Running sprint only I can get down to 37 second runs, with flight as a 50 got down to 33 seconds. The fastest runs were with sprint, speed boost, and inertia reduction thanks to my wife who stayed on the hill spamming it for everyone, got down to 23 seconds after several attempts on my 24 tank, my 50 peacbringer, and 8 brute. It can be done just takes practice once you have everything else to know where to take the turns, where to jump, etc. Keep trying, don't give up, and that feeling of accomplishment you get from attaining those badges will be gotten, since you will get a badge that some think is impossible.
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Not necessarily, if you routinely lag badly it can be completely impossible, and it's the only badge in the game with the possible exception of master of the STF for which that's true.
I'm just too inept to get it, my connection is fine (and fortunately I gave up serious badge collecting a while back), but I think any badge which a poor connection/old computer can make impossible is a poorly designed badge. -
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I thought that it was discussed in the WW/BM tutorial?
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Bah, Who reads tutorials......
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I did the tutorial and read it thoroughly in the beta, and first time I did this live and didn't know this. It needs to be made a lot more blindingly obvious so that it will definitely register.
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Having checked this, it's not in the tutorial, it's when you talk to the representative standing around in WWs, she says:
"Your items will stay up for sale indefinitely as long as you are active in the community. If you disappear for 60 days or more, your items will be lost".
I took this to mean that if you deactivated your account for 60 days you'd lose your stuff.
I appear to have lost stuff on a couple of toons that I got no new veteran badges when I logged in (got my last vet badge 5 weeks ago), so something is wrong here, it's not even toons that have been inactive for 60 days.
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Catwhoorg says (I think correctly in principle)
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Active in the marketplace.
If you log in and dont check at Wents, that doesn't help against the timeout
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Although there is one toon that I can't possibly imagine I logged in for any other reason than going to WWs that has lost stuff while not inactive for 60 days.
Let's look at this:
It says that stuff for sale will disappear after 60 days - none of my stuff was for sale, it was either stored or was bid orders on which I'd already paid out (fulfilled or not)
It says that stuff disappears if you're "not active in the community" how we're supposed to guess that going out arresting villains leaves you not active in the community I'm not quite sure.
This is the latest of a whole series of crass documentation errors which have cost me certainly tens of millions of influence over the years and probably now into the low hundreds, and support just don't seem to care. They don't see the situation that exists in the real world (I used to write some software manuals in the past), that if you write documentation that is misleading or even capable of misinterpretation, then that is your organisation's fault and you should bend over backwards to help the disadvantaged user.
All you get is a "Working as intended" despite the fact that you've been told either in black and white that something works differently to how it actually does (buying many copies of the stupefy "chance for knockDOWN" recipe then finding they mutated into chance for knockBACK enhancements), or as in this case the phrasing is so ambiguous that you can't tell what it means. -
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I thought that it was discussed in the WW/BM tutorial?
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Bah, Who reads tutorials......
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I did the tutorial and read it thoroughly in the beta, and first time I did this live and didn't know this. It needs to be made a lot more blindingly obvious so that it will definitely register.
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Having checked this, it's not in the tutorial, it's when you talk to the representative standing around in WWs, she says:
"Your items will stay up for sale indefinitely as long as you are active in the community. If you disappear for 60 days or more, your items will be lost".
I took this to mean that if you deactivated your account for 60 days you'd lose your stuff.
I appear to have lost stuff on a couple of toons that I got no new veteran badges when I logged in (got my last vet badge 5 weeks ago), so something is wrong here, it's not even toons that have been inactive for 60 days. -
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I thought that it was discussed in the WW/BM tutorial?
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Bah, Who reads tutorials......
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I did the tutorial and read it thoroughly in the beta, and first time I did this live and didn't know this. It needs to be made a lot more blindingly obvious so that it will definitely register. -
The abandoned sewer trial is a mess because the right team can do it inside half an hour, whereas a team that would seem to be perfectly reasonable for doing it can find it almost impossible. It's a TF not a trial, it doesn't use the trial code (setting off the highest level person plus the leader's difficulty), but the TF (fixed level plus leader's difficulty), however it's broken in that you can take level 50s on it unexemped. To counter this, you can't pick up the cannon if you're higher than 41, but you can go with 7 50s and a 41 and each exemp in turn to get a cannon. The only time I've done it with a team in the correct level range, we finished with about 15 seconds to spare.
On the TF front, I'm happy for the level code to work as it is. There are some teams I've been on, particularly constructed SG teams where I want to be facing +5s, that's the only way of challenging the team. Yes it's slightly frustrating if you have a team of 10s and 11s that wants to do positron (which should be reworked and split with half of it in Faultline).
The best way I can see to do the difficulty would be to put an option on the screen where you start the task force, either to set the badguy level off the highest level member of the group varied by the leader's difficulty, or to do it as it is now.
I would also like to see a change to the rewards, so that the longer task forces give a choice of 3 recipes or the drops come off a list with some of the rubbish removed. -
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Welcome, Drizzt Do'Urden clones.
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Exactly what I was going to say.
They just don't really look feasible, I wanted to try them but they just look absurdly long and thin. A katana was a two handed weapon for most people, using two (which is what they look like) is just not right.
Oh well, there's always willpower. -
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Well I slot my seismic smash Acc/mez HO, 2 dam/mez HOs and 3 makos, dam/rech, acc/end/rech, acc/dam/end/rech and I'm gimped on this power how ? According to mids, this gives me 18.6s hold duration with a recharge of 9.76s when hasten is not up (I have some +rech set bonuses), and 7.27s when it is. If I didn't bother with the extra makos set bonus and but a pure recharge in instead of the dam/rech, would be even better and double stackable all the time without hasten.
Also remember fault will combine with boxing (10% chance) and stone fist (10% chance) to stun bosses even when they're not held, and in fact fault will self stack most of the time anyway. Mine lasts 16.9s and with hasten up recharges in 7.8 (10.7 without) so you can AoE stun bosses as well as hold them (and perma stun even con bosses).
Lady Lahar 50 ice/stone Virtue and 13 other 50s
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I did not say slotting damage is gimping you. You must also realize that that's well over thirty million influence in enhancements, or so I recall. That's a big investment, and it obviously paid off.
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Now I'll make you weep, even though I was only level 30 at the time, I knew I was going to slot like this, so I went to WWs a few days into I9 and bought about 30 peroxisomes across several toons and servers at 100K each, and the acc/mez for 3M, so no it cost me nothing like 30M.
I dropped the LotG uniques off Katies to get the recharge. -
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I think the point is the fact that Ice Patch can do that at all times. While granted, it's only five targets, that's five targets that can essentially be permanently removed from the fight.
As for Stone, while yes, Seismic Smash can remove a boss from the fight temporarily, Freezing Touch can remove one permanently, if given a chance to stack (if my mental math is correct). It's also able to be selected some ten levels before Seismic Smash, which all factors into the Developer Datamining, as shown by Castle's words above.
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Ummm...as was pointed out, SS can take a boss out of the fight permanently (while doing more damage than FT) if slotted for it. FT cannot, as it is lower mag, and the duration is not long enough to keep a permanent hold on most bosses.
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Then it would need to be slotted for accuracies, -recharge and hold duration, which would destroy its ability to solo efficiently. If people are truly slotting Seismic Smash as a control power, then more power to them. Ice Melee is still going to be controlling more and better, judging from what I've seen.
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Well I slot my seismic smash Acc/mez HO, 2 dam/mez HOs and 3 makos, dam/rech, acc/end/rech, acc/dam/end/rech and I'm gimped on this power how ? According to mids, this gives me 18.6s hold duration with a recharge of 9.76s when hasten is not up (I have some +rech set bonuses), and 7.27s when it is. If I didn't bother with the extra makos set bonus and but a pure recharge in instead of the dam/rech, would be even better and double stackable all the time without hasten.
Also remember fault will combine with boxing (10% chance) and stone fist (10% chance) to stun bosses even when they're not held, and in fact fault will self stack most of the time anyway. Mine lasts 16.9s and with hasten up recharges in 7.8 (10.7 without) so you can AoE stun bosses as well as hold them (and perma stun even con bosses).
Lady Lahar 50 ice/stone Virtue and 13 other 50s -
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It sounds to me like people are asking for something like Shooting Icicles outwards for High Damage PBAoE rather than a sleep power. I admit I've got no plans to create an /Ice tanker, and the tier 9, just seems out of place. If they switched Greater Ice Sword, with FA, and upped Ice Sword a bit damage-wise it would make more flowing sense.
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Close, I think ice sword circle (a power they already have) as the tier 9 was what was asked for in the threads long since lost in time.
I think Castle has concisely summed up what the problem is with ice melee, but then said he's not going to do anything about it which is a bit sad. Sounds like he's happy for very few people to play the set.
Btw does anybody know if invincibility breaks sleep ? as if it does, that would make frozen armor broken for every primary except possibly willpower, and broken in almost any team anyway. If it did a slow regardless of whether the sleep was broken it might still be marginally useful. -
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I don't have a complaint about my Fire/Ice Tank atm - he's lvl 25 now.
On the other hand, I've got Frozen Fists and Ice Patch from /Ice and have no great need for any more, which is obviously a problem. I should want much more of a secondary power set.
I'll probably get the hold to be able to stack with an Epic Hold, but that's it.
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I sort of echo this, ice melee works fine on a fire/ice, but I could imagine it being not much fun with any other primary, the damage just isn't there. The issue I suspect is a bit like the controller one with fire/kin where neither set is broken, but the combination is better than intended, fixing ice melee while not making it too good while combined with the fire primary is a difficult balancing act.
Abu ben Adchem 44 fire/ice Victory and 14 50s
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fire/ice is a one trick pony... and it sucks.
mine lvl'd to 50 in I4 during the heyday, but it is crap now imo. I would much rather it be ice/fire.
even with burn and blaing aua doing 80% or so of the damage (and probably more) it still solo's horribly slow.
herd, ice patch, burn, repeat... chase down runners, repeat... sometimes a boss will actually be defeated
ice melee is total crap.
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I really don't see the problem with bosses, I kill them relatively quickly (having 2 holds so they will always take the whole burn hit helps). I agree ice/fire is better having played one to 50 (and ice/stone a lot better but that's another story). I have an issue with some EBs that don't take the KD and won't stay in the burn patch, although an empath and I duod Nemesis, the clockwork king and HroD'tohz pretty brutally fast yesterday. My fire/ice solos faster than some of my tanks and slower than others but I wouldn't say it's flat out gimped. If I was trying to solo an invul/ice then I would probably say that ice melee is teh suxx0rz. -
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I don't have a complaint about my Fire/Ice Tank atm - he's lvl 25 now.
On the other hand, I've got Frozen Fists and Ice Patch from /Ice and have no great need for any more, which is obviously a problem. I should want much more of a secondary power set.
I'll probably get the hold to be able to stack with an Epic Hold, but that's it.
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I sort of echo this, ice melee works fine on a fire/ice, but I could imagine it being not much fun with any other primary, the damage just isn't there. The issue I suspect is a bit like the controller one with fire/kin where neither set is broken, but the combination is better than intended, fixing ice melee while not making it too good while combined with the fire primary is a difficult balancing act.
Abu ben Adchem 44 fire/ice Victory and 14 50s -
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I would say the only potential hole would be in trying to overdo bonuses on granite. I initially had looked into getting the Aegis runspeed bonus and the LotG acc bonus in granite, which would involve 2 Aegis and 4 LotG, overslotting my defense, but undercutting me on granite. From experience, you don't want to negate the resistance in granite, so I gave up on the acc bonus.
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Yes, I go Aegis res, res/end, LotG def and either the special if I have it or def/end if I don't plus simple IOs def and res. This hits the soft cap for both def and res. -
Am I right about this ?
Just slotting a 4th run IO in swift will give you 15% of (42.5% of 35%) which is about 2.2%. This may be more efficient than going for some of the really low set bonuses if you don't need all the actual enhancement bonuses. -
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I would imagine there are more than a few people who are interested in leaving freedom as well for greener pastures. Just depends on the numbers entering vs. leaving, we'll find that out when we find it out, if you got lots of disposable income and are willing to put up with tons of lag or whatnot more power to you. NCsoft will be happy for the income.
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My profile I suspect is not atypical of some long time players on Freedom. I have 6 50s with a 7th coming soon and a few others 32/25/21/15/1. I am waiting for this to go live so I can get a couple of my 50s off onto other servers so I can create some new toons on freedom, while also taking some cash and cash generating potential to other servers where I only have lowbies. It won't change how many toons I have on freedom, and may mean I play more there.
Extra slots would be very welcome though. I (and most of my friends) took the precaution of playing heroes and villains on different servers, and now the RWZ is cooperative, I'm slightly wishing I hadn't as it would be fun for heroes/vills to meet up. I could do this via the server transfer mechanism if extra slots were available. -
Extreme measures, the level 35 IOs can't be slotted at 32, looks like the same bug as the IOs that come into being at 25 not being slottable at 22 as the text says that you can't use this enh till you hit 33.
Had a really good day, my 32 elec/elec blaster fell foul of that and the power that says it takes sleep sets but doesn't (forget which of charged brawl/havoc punch, fixed with I10).
** edit Oh and I forgot, it appears you can slot as many steadfast protection -KB IOs as you like but only get the benefit of one according to this thread : http://boards.cityofheroes.com/showf...Number=8605473 edit**