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Quote:I did say "established player base" right?It's not how the free players who the restriction applies to will see it, though! I mean.. They just got here.
New players aren't really going to care why something is locked, just that it is locked. They're not the ones constantly asking "why are trollers locked and doms not?"
Locking an uneven number of Red/Blue archetypes doesn't really matter to new/free players, but it would set off those veteran players with the constant "Devs hate....." BS. -
Quote:That's not how people think though.... except they gave all non epic ATs to both sides at the same time.
It doesn't matter that they're all available on both sides NOW. Masterminds will always be a Villain Archetype, and Controllers will always be a Hero Archetype as the established player base at large sees it. -
Quote:There are games that have a mechanic very similar to this for some of their DPS/Healer hybrids. You had 2 attributes that you built which would provide a bonus to your spells. Using an attack would build the attribute that buffed your healing powers, using heals would build the attribute that buffed your attacks.In other games, I've found melee/support types often don't work well, and go through many iterations and changes as the devs try to figure out just what they want the class to do. This is at least partly because the two things are kind of at odds with each other. To implement it well would thus require a way to make them play nicely together: for example, maybe a melee/support AT could have a mechanic like a Fury bar that fills as they use their attacks, but instead of giving a scaling damage bonus, it gives a scaling Power Boost effect. Maybe the support powers would also have a Defiance effect, so it would flow both ways.
However, CoH plays very differently from the games I'm drawing my experience from in this, and so it might work with very little alteration. After all, some support combos already work well in melee range.
They also have classes which use a second resource pool that you built by attacking, which then could be used to cast some of the more powerful support powers.
By doing it this way you end up where in order to make the most out of the class you had to actively utilize both halves of your character.
Quote:IMHO, you could just select a few appropriate melee damage sets and port them to defenders/corrs with minimal changes
Seems like a recipe for disaster to me.
Do some combinations/players make Defenders/Corruptors work in Melee Range? Without a doubt. Some sets are arguably safer there (Time, I'm looking at you). Is it remotely possible for all sets to do so? No. Not even close.
A Melee/Support Archetype would need to be designed for it. Not just tossed, square peg into a round hole. -
Quote:Just note that currently DEFENDER Chrono Shift is bugged on live, and has a much longer recharge than it's supposed to. (It cannot currently be made permanent.)Not true, it is definitely possible without Incarnate buffs.
It does however require a metric ton of +recharge and clicking the power (since you can only have 1 auto power).
[EDIT] I just checked my current build and with 78.8% recharge, hasten, farsight, and chronoshift are all permanent. NOTE: The +rchg of chronoshift lasts 90 seconds, the +regen and +recovery only last 30 secs, so it isn't truly permanent, but the most important part of it (IMHO) is.
This is fixed on the Beta server, and the fix should go live with i21.5/Media Blitz (or whatever they're calling it). -
Quote:For the most part Psi Blast's damage is comparable to non-fire based blast sets.seeing as nobody has bothered to comment on my psi/time post i shall comment on yours.
Firstly im not sure if its mids or what but the dmg for psi seems to be rather low still.
None the less still gotta love it! bout time corrs got psi blast!
There are some discrepancies; Mental Blast takes longer to animate than other tier1s, Will Domination has a 2-4second longer recharge than typical Tier3s. Psionic Tornado is a fairly long DoT with again a 4second longer than standard recharge. Lack of Aim.
Psi has a good assortment of soft controls though, plus a fourth single target blast.
Really I think the only issue a Psi/ Corruptor is likely to come across are the Mechanical/Zombie mobs that are insanely Psi resistant, but your debuffs should help with those. -
Quote:The 360seconds is the actual time the power takes to recharge.Ok, thanks. I'm not sure why they have 360 seconds in there. I'm probably quite a bit over the amount of recharge I need. Though a 3.5 second recharge on fireball sounds like fun.
Actually going to have to rethink it a bit, because with that much recharge and only a 30 second duration on the endurance recovery portion of chrono shift, I can probably drain the character of endurance pretty fast
The 90seconds is for Recharge Bonus the power provides. (Where the Heal over Time and +Recovery are the part that only lasts 30seconds.)
It can be made permanent with 300% recharge bonus (95%from recharge enhancements +50%from the power itself +70%from Hasten +85%from IO Set bonuses).
(EDITED: to fix that Chronoshift gives 50% recharge bonus, not 30%. It's Temporal Selection that gives your target a 30% buff, I always get those backwards since normally the single target buff is stronger than the AoE.) -
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*shrug* Doesn't bother me in the slightest.
I have never had issue with either of the powers you mentioned.
Frankly of ALL the powers in the game, these are two of the LAST powers I would have any issues with the graphics of. -
Quote:This isn't true. Blaster's Psychic Blast has Telekinetic Blast as an equivalent to the powers you listed.Psychic certainly has plenty of ST attacks, but there are few heavy hitters among them; it has no equivalent to Cosmic Burst, Bitter Ice Blast, Blazing Arrow, etc. Granted, you can cycle through the multiple ST attacks quickly, but that still leaves you putting out less damage per attack than other sets.
TkB deals scale 1.96 damage with a 10second recharge. While it is the lowest damage tier3 blast, the standard is 2.12scale, which is a difference of 0.16scale, or a whopping 10 damage at level 50.
It also animates considerably faster than any of the 2.12scale blasts, and is available at level 2. -
Quote:Not a suspicion, really. Pretty much confirmed by this post here:They've already said that they have something in the works for Dominators...what exactly it is we don't know yet but the suspicions are that its a new power-set or two since they were left out of the last round of proliferation. Be patient.
Quote:Going to nip this potential rumor in the bud. There is no immediate plan to revamp, remove, alter, change, nerf or buff this archetype as a whole. I never said changes were coming. I said we had plans for the archetype. As in plans for power sets. So, stay tuned for that in the future! (And by future I mean post I21.)
Also, if you didn't see your set proliferated it is likely because we plan on having another round (or rounds) of proliferation in future issues and we only had enough time to implement as many sets as we did.
Regards,
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Quote:Sounds like a bug.I can't find any other discussions about this subject so I thought I would ask my question on this thread. When I try to make a new character or change costumes of an old one the resistance armor, shoulder armor, and chest armor does not give the option to add a second color to them. ie. make them glow. I can choose a prime color to the pieces but the secondary options are grey'ed out and can not be clicked or scrolled for choices. Did they discontinue the glowing effect? I've never made the glowing effect and saw it in the forums and wanted to try. Thank you.
Possible work around: Click the button to link all costume piece colors and pick the primary/secondary colors you want for your shoulders. Then deselect that and fix the color for your other parts if you need too.
And put in a bug report. -
Quote:
Is it hot in here.... cause, *whew* I think I need some air... -
I have to agree that having a Bonus to JUST healing isn't appropriate for a set that in a way is supposed to represent what the Archetype is.
The Controller set was created in such a way that it worked for all Controllers, it makes no sense that -any- Archetype Set should have bonuses that only work for SOME of the combinations for that Archetype. -
This was often proposed back when people wanted a Heroside equivalent to masterminds. Idea being that instead of "sending your minions in to die" like a "villain would," YOU hold the agro and take the damage while your pets assist you.
Now that you can actually have a Hero MM, I think it's less likely (particularly since we know summoning sets are far more work than any conventional set type). -
Add another to the list. Got my points, but dont get billed till the 24th.
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This seems to be a rumor spawned by the fact that at some event somewhere Posi(i believe) mentioned they were looking into a "fix" for the KB woes.
Never were any specifics given, never any promises made, and no indication whatsoever about what that "fix" might be.
Anyone saying anything specific is in the works is either lying, mistaken, or taking part in rampant and unfounded speculation. -
Quote:Physical Perfection does take End Mod sets though. It being an Auto power nor not has nothing to do with it.My bad, I was thinking Physical Perfection (which is still wrong cuz that's an auto as well.)
PP modifies Endurance recovery, End Mod sets buff end recovery, thus it takes the set.
CP is an Endurance Reduction buff, End Mod sets do not buff end reduction, thus it doesn't take the set. Not to mention CP's End Reduction ignores enhancements and buffs anyhow, so even if End Mod sets DID modify end discounts, and CP Could slot them, it wouldn't do any good. -
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Quote:How is it a terrible power? It deals 40% more damage than Fireball with the same recharge and has higher than normal accuracy.Fire Blast only has one cone attack too, and it's relatively terrible power anyway, so you won't be gimping yourself by skipping it.
Basically the only downside to the power is that it's a pretty narrow cone. That doesn't make it "relatively terrible."
(That said, I did skip it on my Time/Fire defender, both because I don't like "breath" powers aesthetically, and because cones conflict with the PBAOE nature of Time's Juncture.) -
I see it the other way. It's not a monetary way to get around gameplay. It's a Gameplay option to attain something that you would otherwise have to pay for.
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About the only thing I know about Lady Grey is that she was supposedly born September 19th 1809. (Info comes from the 4th anniversary calendar.)
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Yup. Everytime I play my StJ brute it startles me at first, but then I get used to it again.
I think it really could use a different color. Blue, Purple, Orange, I don't care. Just not red. -
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Quote:Radiation is -Defense, same as Lethal.A powerset with Toxic would be nice, make that rare damage tag worth something. Trouble is you'd need to figure out what is Toxic's signature secondary effect.
Lethal has -Def
Darkness has -ToHit
Fire has DamageOverTime
Sonic has -Res
Psi has -Recharge
...etc
maybe...Ah, what about -Regen / -Recov?
But wait, doesn't Radiation do something like that?
Tricky stuff...
Poison/Acid could work with any number of secondary effects. For that reason I think you'd have to specify which it was. Is it a neurotoxin? Is it a caustic chemical?
Acid tends to work from the outside in, apply it to something and it corrodes. -Def and/or -Resist could work (thematically dissolving your opponent's armor/protective gear). -Damage could also work here since burning large areas of a person's skin is debilitatingly painful.
Poison though typically weakens from the inside out. -Regen/Recovery and -Damage could both work for it.
The problem with a Toxic based damage set is that there's no Toxic Defense. Simply doesn't exist. So either all the attacks have to have split damage (Like how Sonic Blast deals 1/2 smashing and 1/2 energy) or they have to be typed with a more mundane damage type, even if they don't actually deal any damage of that type just so that they have a typed defense to check against.
You could do split damage with Acid, just have it do a small amount of Fire damage so that it checks Fire Defense(decent enough logic being that Acid burns, though chemical burns don't require heat, so don't think too hard about it). -
Quote:Dark Extraction is the only (non-Mastermind) pet power left in the game that still allows multiple summons, cause of the defeated enemy requirement. If PBs got a pet without that requirement I'd be dollars to donuts it'd be a single summon power.I do think changing the Photon Seekers to something similar to Dark Extraction would help a great deal; however I would not like to see a clone of the power with a PB color change.
How about using the old Light Form animation and create only one pet and name it Protostar. This new pet will be your primary pet and will have its own range attacks and can be killed, healed and buffed. It will also summon Photon Seekers the same way Protector Bots from the mastermind set creates Seeker Drones. By doing it like this, I believe some players will still be happy to have their Photon Seeker and now they have a new pet to tag along during fights.
I would like to be able to create more than one Protostar at a time so it should have the same recharge time and duration as the Dark Extraction; however if someone thinks that more than one will be overpowered then give us just one pet and the ability to control it like the new Lore Pets. By doing this I believe being able to cast one Protostar at a time will be enough.
It'd be equally as unlikely for that pet to be controllable. That's still a Mastermind thing, even if Incarnates break the rules.