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Posts
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Mace Mastery is useful if you think you might respec into a Bane at some point.
Otherwise, the most intresting PPP for a crab is Leviathan Mastery, since Bile Spray benefits from the -40% tox resist in Venom Grenade. -
Of course, the passive resists used to be much higher prior to issue 5. It's the Scrapper, Brute and the potential Stalker version on which they are laughable, and wouldn't be much better with your proposed 33% increase (5.625% -> 7.5%). I would prefer to see them gain the resistance increases when health is low code, similar to the SR passives.
Defence debuff resistance would get a big thumbs up from me, especially if it resisted the defence debuff in Unstoppable. I would assign it to Tough Hide. -
Just mention that your observation is correct. I imagine it is WAI though. Probably because of clipping through the more bulky arm.
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If you where going to try and create anything resembling balenced PvP then kinetics travel powers would certainly need the chop. Of course I'm not saying that is what should happen. I'm saying that it's impossible for CoX to have well balanced PvP and still be a fun superhero game with a wide range of fun superhero type powers.
As long as you aproach CoH as a mainly a PvE game that lets you venture into PvP then it's fine. If everyone went into a PvP zone with a character created for PvE and RP fun, PvP would work fine. It's only because some people make winning at PvP the be all and end all of thier character, and build for that, that balance is an issue at all. -
Since nearly all powers are going to be proliferated, it will happen eventually.
But it will be on the "needs careful looking at" list, as the high speed may make fury build to quickly. That will push it back in the schedual. -
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Out of curiosity, do you think they'll modify the powerset in any way for Brutes and Tankers? Possibly boosting up the base damage a little bit to make up for damage modifiers, with a subtle nerf to Parry?
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I don't think they will modify the base values. They will of course change in line with AT modifiers, which means tanker Parry will give a bigger buff than scrapper and brute parry. -
The other quirk is that if you play the missions as a keldian, although you are fighting Rikti at level 30+, all the quantums are Lost.
Not something I'm going to lose sleep over though. -
What CoH needs is to get rid of all those stupid controllers and dominators, and replace them with proper classes like druids and paladins.
Actually, do you want to know the real reason PvP in CoX can never be well balanced: Travel Powers. What good is a melee AT when the ranged AT can be 300m away in 5 seconds? -
Illusion/TA. I only have ranged attacks.
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The damage is second only to the Fire Monkeys when you take into account the decoys damage.
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On paper maybe. In play, the phant is constantly knocking things out of range of its own attacks. -
Meh, Jack is much better. Damage is meh, knockback is iritating, and it's cowardly, if you try to fight at range as often as not the Phant sits it out all together.
The Decoy is good though. -
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Every /unsign is a vote against stupidity.
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Edited for accuracy.
I hadn't said anything previously in this thread, because I thought that the OP must have been posting out of inexperience, and only an idiot could fail to be convinced by the barrage of negative responses. -
Just because it's a lot of work doen't mean it will never happen. Shields was a lot more work than a regular powerset, but we are getting that in issue 13.
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You would have to create completly new animations for Spectral Terror at the least, since it is currently just FX.
And you may have noticed, the models for all MM pets change when upgraded. No other existing model, player pet or mob, has this feature.
There may be some minor savings that could be gained form doing Illusions, rather than something completly new, but it would basically be only 9 times as much work as a regular set, instead of 10 times. -
Ice Arrow (TA) doesn't do any damage. It used to, back in issue 5 beta.
Oh yeah, I know there are lots more, but I just thought I would whine about that one a bit. -
Oh, all the non-contact soldiers in the Shadow Shard have it. They have been like that for at least three years!
At least they don't have invisble furniture now. -
Acually, I believe Castle said something like:
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Could we do it: yes
Would we do it: Never
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They said that whilst they would be further proliferation over the coming issues, they would all be much fewer sets than issue 12.
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If you are going to worry about concept, Electric Stalkers are pretty dumb too. I'm going to sneek up on you covered in glowie crackly sparks and smelling of ozone.
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There may be a way to do /Invun stalkers that isn't completly rubbish. Rather than replace Invincibility with Hide, flag it as "do not inform mobs" which should enable you to use it without breaking hide. Hide replaces Resist Physical Damage instead. You wouldn't even need to reorder the powers that way.
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Other than selecting which power to replace with AS (out of Frost, Freezing Touch or Frozen Aura) I don't see Ice Melee needing any more work to convert than BS. Stalkers can have holds and sleeps now, since they no longer give crits.
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Personally, if the technical obsticles could be overcome, I would like to see a ball to kick around. It would give something else to do whilst waiting for teammates to finish leveling up/selling/going for coffee/whatever.
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If a tree falls in a forest and no one observes it, does it make any sound?
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Oh, Stalkers will probably get fire eventually, just not with Firey Embrace. But since it needs changes it puts it further down the queue.
Having mentioned Ice, I think it's actually more probable that stalkers get BS/Ivun in this issue (assuming they don't get Shields). I would rather see Ice, because Ivun would be yet another poor stalker defence set.