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Posts
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Quote:/agree with this, the trial is in no way hard, its just tedious and annoying. i basically refuse to do keyes on any toons without a fast charging self heal"Hard stuff because it is hard."
This is where we differ. I can deal with a trial or TF that is strategically difficult. But I don't see any benefit to repeatedly getting 50 feet from the hospital door and then instantly killed. Rez in the hospital, wash-rinse-repeat.
There's no way I can avoid that, unless I am on a heavily shielded character. There is no strategy whatsoever that a [for instance] Blaster can use to avoid the Death Pulses. That does not make me play any smarter, it doesn't do a thing but frustrate me and cause me to rack up debt. If you are on anything except an alt with a powerful Heal or an alt with his shields [and everything else] IO'ed out, you are in for a very painful time.
The end AV fight is just laughably stupid. Its stupid! There, I said it. Stupid.
Judging from the dearth of people lining up to participate in this abysmally un-fun excuse for a trial, it seems that many players agree.
the only thing i dont fully agree with is the AV fight since thats prolly the only semi good thing about keyes trial -
the last few patches to live have made somewhat considerable improvements to lag in some portions (namely ITF lag valley and BAF)
on beta they are doing even more stress testing to make improvements to lag (zwillinger said they spawned like 6000 dummy bots and had up to almost 51 atlas park instances spawned and the only time they had a LOT of lag/mapservers was when all 6000 dummies did a chat spam)
as a heavy gamer, lag is the enemy and it is the most evil foul thing i can imagine (aside from not having internet) lol -
yes, it does not stack from the same mm but multiple sources will stack, so if you had 8 pain dom mms, then everything could get 8x world of pain
the only caveat to world of pain is that it works like mind link or vengeance, it only will affect teammates -
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Quote:/thisDebuffs and Damage Over Time effects both cause foes to flee. The effect is kind of ridiculous. I am rather confident that it has become worse over the years than it was originally - indeed I'm not sure original foes ever ran away short of outright terror effects. Now, however, it is ridiculous, IMNSHO.
I can cause a giant monster to run away by inflicting DoTs and/or debuffs on it, all by my lonesome, even when I cannot possibly kill it.
burn does not have a fear component anymore, but baddies still hate debuff/dmg patches
burn, ice storm, rain of fire, oil slick, burning oil slick, tar patch, and any other DoT or debuff patch will make the baddies go crazy even though there are no fear components, the only counter to the running is taunt -
they all work with pets, but only the reactive DoT shows an icon
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Quote:this is actually how i originally thought time stop would work, but after the original run on beta and left several posts of negative feedback about this (and the antimatter pulse)And Time Stop should stop time. Timers stop. Disintegration stops. Obliteration stops. Everything stops but Antimatter. If AVs have purple triangles to prevent players trivializing combat by perma-holding the AVs, the devs should consider the ramifications of giving Antimatter essentially an unresistable mez through which he can use powers that can kill us instantly.
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most of my doms usually hover around 130-140% in global rech and i usually keep hasten up to shave off some more time on most other powers especially long rech ones
just an FYI if you ED cap hasten for rech, then around 110% global rech will perma hasten (as mentioned above its around 125% for perma dom, so getting perma dom will essentially get you perma hasten too) -
how i usually avoid all of those is A) dont run trials, or B) run only with people that you know (at least leader wise)
i personally dislike the trials because the reward system is awful...crash to close to end you get threads, crash at completion you get diddly even though you were there the whole time, get on a bad team and fail = more wasted time
IMO a hami raid is almost more fun than the trials and i think hami raids have worse rewards than the trials lol -
how i would make keyes fun? i would change the antimatter pulse to be more thematic, make it do resistable dmg to start off and then add unresistable dmg since antimater is losing control as he is getting hurt
the 2nd thing i would do is not make AM have to be near any of the terminals to activate
along with the first thing i would either make the pulse have a hit roll that is not affected by defense or increase the timer to 45 or 60 sec
to reduce the tedium and maybe increase speed of the trial i would combine ALL of the reactor phases into a single phase, and also increase the number of warworks (since the goal in this new design would include staying away from AM)
in the current state of the trial i refuse to run it at all, but if it was adjusted i might run it again -
i know your advocating more debuffs, however, all you need is a bunch of people spamming agelss destiny (the tree of which gives debuff resistance)
2 of those and your hardcapped to ALL debuffs, -50% def does verry little when you have 95% DDR and hardcapped defense due to buffs anyway
unresistable dmg is a way to make that more fair
no im not an advocate for autohit unresistable dmg as that is going a little too far, but one or the other is plenty enough to give the AV some leverage
for example the obliteration beam during final fight in keyes trial is unresistable dmg (and can hurt PA and untouchable lore pets), but its also avoidable, if you fail to move then you take the dmg and be more careful -
ice control is not bad once you get slotted some, ice assault is kinda meh and i personally dont like it, ice assault animations feel like they take a long time to animate coupled with very single target dmg, i dont think it works as well as it could
ice control when paired with some other stuff can be pretty sweet though
ice/fire has a lot of aoe dmg
ice/psi has shockwave and drain psyche
ice/earth is a little end heavy but it has power boost and a lot of melee dmg which will synergize well with arctic air (and a DoT toggle to help with dmg)
i would try rolling up some other combos and see what works for you -
on the 12 toons or so that ive alpha'd, i say prolly half of them have cardiac and half of them have spiritual (i do have one with nerve because +def and +acc on powers is what he needed lol)
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im one of the ones on victory who have it and i have to say that keyes is run very rarely because there is a lot of hate towards the trial in general
i personally hate keyes to no end either, but to get the badges i had to experience it at some point but as soon as i got the MO badge i have not run keyes since (prolly been about 1-2 months since ive run a keyes), i may make exceptions for toons with fast charging self heals, but i absolutely refuse to run the trial on a toon with no self heals -
Quote:/thisNonpositional attacks aren't anything new, I believe a couple psionic attacks are nonpositional.
For the record, the game being a cheating jerk isn't anything new either (see: Master Illusionists).
one of the biggest cheaters out there is hamidon lol, nonpositional attacks, nontyped dmg and can even kill PA (which the AVs in trials do not, except for the obliteration beam in keyes trial) -
the activation time for nova fist in game is 5.5 the last half second is when the power makes the hit roll, so you have 5 seconds (maybe more if laggy) to move
personally i usually prefer using ranged toons for that part -
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Quote:the absolute lowest resistance a target can have is -300% (pretty sure, i know its on the wiki)Cool, thanks. What is the maximum resistance debuff per target for the procs? Is it variable or a set number?
Also, one more thing and then I'll stop asking questions
For chance of damage procs--- When the proc goes off, does it have a set amount of damage that it can deal (after the target's resistance is taken into account,) is it variable, or is it dependent on the damage value of the power that it's slotted in?
for dmg procs, the dmg is a set number which is affected by targets resistances, purple dmg procs have higher dmg than standard dmg procs (i think the avg dmg proc is around 80, a purp proc is around 110), if you want more specific numbers they should be listed in mids, when you add a dmg proc to a power it should state how much dmg it does when it goes off -
another quick note about the regen tissue, numina, and miracle procs, their effects wont stack UNLESS you change zones (everytime you change zones a "new" application of the proc is added)
it basically works the same way that poeple can stack ice shields with only 1 cold dom on the team -
Quote:the achilles heel and fury of the gladiator procs can only apply once each per target (they stack with each other but you cant get get more than 1 application of each at once)Thank you very much for posting this. I've had some trouble *completely* understanding how procs work and this has been helpful... I just have one quick question-- I'm trying to figure out the best way to word this...
What is the maximum amount that a proc can stack, and is the limit applied to the function being executed or is it based on what a certain proc can contribute on its' own? For example, if the -resistance component from the Reactive interface has stacked as much as it can against a single target, will a damage aura with a Fury of the gladiator -Res proc have a chance to debuff that target's resistance further?
the reactive would also stack with that but its max limit is 4 (4x-2.5 is only -10% resist at best)
the general question of whether a proc can stack is dependent on the proc itself, some stack, some dont stack, but they will always be able to stack with each other -
my main didnt get the badge for this till post lvl 50 but that was mostly due to him being villain and villains do very very little with clockwork lol
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brutes in general tend to suffer from "dmg bonus saturation", their dmg bonus is normally so high that adding some more +dmg wont be noticeable unless its enough to hit the dmg cap (most of my brutes run at around 200-300% dmg bonus just off fury and maybe one use of their +dmg powers)
i am still lvling my claw/invuln brute but i think he still has follow up for the tohit boost and a little dmg bump for my next hit which is usually eviscerate -
i entered as well because it would be great to get a full fledged gaming PC, ive been stuck with using a toshiba satellite laptop for the last 3.5 or so years (which was good at first and still good, but its showing its age on newer games)
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i go to school in Frederick, MD (Hood College), was in dorm room which is on 4th floor, i felt the thing and was very confused until i got a call from my dad who was in virginia at the time and told me what it was lol
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Quote:the reason i assume that box rretail sets will still be out there is the fact that in avateas post it states that the original coh retail box will be available after aug 30th for $9.99Well, I like your assumptions, but Avatea's post makes it very clear that all boxed sets and expansions are being discontinued as well.
I also echo Memphis Bill's sentiment that it would be nice to have the boosters available to buy in toto at that pricepoint for those willing to do it.
Honestly, it doesn't make much sense why they wouldn't leave all of it up there for those people willing to make a larger-than-micro-transaction, other than the store is fundamentally being altered such that codes may no longer work....or it's just a cash grab ( ' ;
and the reason i say that codes would work is they are applied to your account, not microtransacted. at least our accounts on the ncsoft site wont be filled with anymore of the stuff labeled "perk" lol
