Patient_V

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  1. Ridiculously boring. The Goliath War Walkers are generating "Are we there yet?" comments reminiscent of the Hamidon raids of yore.
  2. Quote:
    Originally Posted by Samuel_Tow View Post
    Everything else in the TF is "straightforward." It's just the same old slog through masses of tough enemies and kaleidoscope battles with nary an original thought in sight. It's just one long grind from beginning to end, made only LESS epic because enemies take longer to take down. Throwing stats in my face does not an interesting TF make. I'd still take a level 54 AV running around through tripmines than a Portal Corp Courtyard hosting the 2010 robot convention.
    The War Walkers are the worst offenders: non-threatening enemies with absurdly high damage resistance? Nothing but glorified timesinks. The only thing they have going for them is their impressive entrance. Cut their resistances in half and give them another location-based autohit AoE that forces players to pay attention and they might actually become a little interesting.

    This is the same reason I loathe the DE GMs in PI and Monster Island. They have a whopping two or three attacks (generally of the S/L variety), the only thing that makes them "difficult" is their massive HP and corresponding regeneration rate. They don't even give worthwhile rewards unless you're into stockpiling EoEs.
  3. F22Major's Guide to Power Boost is an excellent source of information on Power Boost (and similar powers).
  4. Patient_V

    Tip Missions

    I'm not a fan of the darker stories or settings in CoV, but I had to take my Cold/Sonic to the Rogue Isles to pick up Power Boost earlier this week. There's a new Rogue mission that has you educate Sky Dragon's new sidekick, Flamesprout, on the virtues of a secret identity by sending some Malta agents after his family.

    The premise of the mission itself was pretty funny to begin with, but the dialogue from the half-wit sidekick had me rolling on the floor. "Grandma?! NOOOO!"
  5. Quote:
    Originally Posted by Rush_Bolt View Post
    I am honestly confused as to what this is implying.
    1. Energy Transfer received an absolutely terrible animation when it was rebalanced several issues back.
    2. Terrible animations were being implemented when Back Alley Brawler was around, so blaming the underwhelming animations from latest offering on his departure is silly.
  6. Quote:
    Originally Posted by PennyPA View Post
    Just 3 of my 50's unlocked so far. Debating on what to do with the rest of them. The arc is already getting kind of old.
    Same as Cimerora access, I'll only be unlocking the Alpha Slot for good characters. I don't have nearly as much CoH time as I used to, so while it's a little sad to toss sentimental favorites like my Ice/Dev and MA/Regen namesake to the side, I think it's going to be necessary if I'm going to keep up as the endgame develops.

    As for the actual Alpha Slot itself, lower tiers we can earn right now are underwhelming for a lot of us who have already filled in build holes with IOs. The higher-end ones that bypass the ED barrier by a significant amount will be nice, though. (It won't be optimal from a DPS or survivability standpoint, but getting the Musculature Core Paragon on my BS/Shield moves Head Splitter one step closer to putting up pre-ED numbers.)
  7. Quote:
    Originally Posted by Johnny_Butane View Post
    Maybe people rolled a melee AT because they like playing like that. Maybe they don't want yield like a weakling or fight like a coward (which hit and run tactics could be viewed as) or resort to cheating with temp power "toys" because a sadistic GM decided they should have to. Maybe they have an Ice Tanker and wonder why Lady Winter making them colder with [Crystallize] doesn't actually make them stronger (because you know, being cold is their thing)? Maybe people don't like their AT (or kind of AT) being singled out to get shafted in several new content encounters by a designer just because?
    Are you serious?
  8. Quote:
    Originally Posted by Cynical_Gamer View Post
    I'm dismayed by the incredible lack of pizazz and variation in these new animations.
    While I'm not thrilled with the latest batch of alternate animations (Ice getting the same animation for four abilities is indefensible), a few of them are quite solid. The less breakdancing and absurd posturing my character does, the better.
  9. Quote:
    Originally Posted by Vyver View Post
    Because building reflections added a whole new depth to combat...
    Came in to say this.
  10. I miss having five Cents in Golden Dragonfly.
  11. Patient_V

    Housefire

    Sorry to hear about the ordeal, glad you're safe.
  12. Our team was at the plaza first, and I don't remember seeing anyone clicking the other set of doors before we started working them. If that wasn't clear last night, my bad.

    Re: kill-stealing, if I'm following a ToT team in King's Row and fireballing their tricks, that's classless. No argument there. What I actually see happening in-game seems like something that benefits everyone by creating a fun quasi-competition that has both teams racing to defeat trick spawns. It's less poaching and more Zombie/Rikti invasion-y, with nothing malicious about it.

    Even in your example with a lowbie clicking your doors, how is that necessarily a bad thing? They're just helping you get your defeat X badges sooner, right?
  13. With the lowering of door cool downs and my personal reinvestment in the PvE game, I've moved out of the arena to join open street ToT teams for the first time in a couple years. It's been an enjoyable experience, and outside of someone complaining about me dropping 53s on his lv40-something team (fear not, I cleared them), I haven't heard anyone complain about door possession other than you, Ham.

    Case in point, last night our team was the only one at the Curry Cove marker for a time, and some of us eventually started using utilizing doors on both sides of the plaza. Before long another team moved into over to our weaker side, and you asked your team to stay on the side we started on because "that was their door."

    What made it their door and not ours? Couldn't you make the case that our team had dibs on both sets of doors and the other team had showed poor form in moving into our spot? Or can a team not arbitrarily own more than one set of doors at a time?

    I'm not trying to play devil's advocate here, I'm geniuinely curious about this. I don't feel anyone was in the wrong last night - you know as much from our conversation. (And unless you were privy to some /tells I wasn't, I wasn't hearing any complaints about what we were doing.)
  14. Another vanity power pack? How hard would it be to throw in a "Teleport to Icon/Facemaker" power with a two-hour timer?

    Or since this is an origin-themed pack, how about a teleport-to-an-origin-store power?
  15. Quote:
    Originally Posted by Redlynne View Post
    2 days and over 130 thread views later ... it appears that I wasted my time and shouldn't have bothered with posting this experience of mine.
    Light Form blocking squid/lobster form, underwhelming human form damage, constant retoggling, annoying KB, Pulsar being terrible, and slot allocation issues are nothing new to Peacebringers. I'm sure more than one forumite read your post while grimacing and nodding his head.
  16. Quote:
    Originally Posted by Optinator View Post
    This party pack is worth it just to read the gross overreactions.
    No doubt. Personally, the Party Pack strikes me as being along the lines of "Hey, what if we charged players for the new emotes in Going Rogue as a way to fund the company Christmas party?" It's not exactly the approach I would've taken to granting players access to emotes that are already in the game, but nothing worth getting bent out of shape over.

    Quote:
    Originally Posted by Nethergoat View Post
    anyone interested in a base pack, or a PvP pack, or any other narrowly focused booster should be rooting for this one to succeed.
    Yes and no. At best, this pack will help fund the next issue or jump start a future power pack; at worst, it will encourage NCSoft to saturate the game with microtransactions that don't sell to a cynical playerbase.

    I'm an optimist, so while I'll be passing on this pack, I would like to say thanks in advance to the air guitarists and soccer enthusiasts who pick up this pack.
  17. Provoke, Intimidate, and Invoke Panic on everyone.
  18. X-Ray Beam's animation is no worse than any other Tier 2 attack. Electron Haze's 25% chance of knockback and shallow cone are not particularly compelling reasons to skip it, especially when you have access to Boost Range. Power Boost will help you lock down troublesome mobs or bosses with your single-targets stuns.

    Run with that. It's a blaster, not rocket science.
  19. Many of us used Kheld forms to cancel animation times before the devs "fixed" Khelds a few issues ago, but that trick didn't affect cooldown.
  20. I'm in with a Rad/Kin/Cold, just use me to plug a hole. Could also switch to damage if we have an abundance of support.

    Thanks for doing this at a reasonable time.
  21. Quote:
    Originally Posted by Smersh View Post
    Another Fan, all I see are numbers with no explanation.

    That hardly makes any point at all. As far as I can tell, you made up all those numbers.

    Care to cite your source and, you know, explain what those numbers are supposed to represent?
    Read Umbral's post and follow the link to Arcanaville's topic for background on what the numbers mean.

    On topic and speaking purely from a performance-oriented view, this sure is a lot of responses for a question that could've been answered in the first post with a three-letter word that starts with 'Y.'
  22. Quote:
    Originally Posted by TheOlle View Post
    Which makes one wonder, how does the defender stand in all this? Same defensive capabilities as the corr and basically the same offensive power, but they dont have scourge.. so do they even compete with either?
    With the update to Vigilance, it's not hard to concoct examples where a solo Defender (or one on a small team) can actually surpass a Corrupter's damage if you allow for identical sets and leave Scourge out of the discussion. The Defender's ability to bring higher amounts of -resistance to a team is a very strong point in the Defender's favor.

    Scourge is the Corrupter wildcard - it's great when it happens, but it's a little unpredictable, hard to quantify for DPS calculations, and is sometimes wasted in a fancy display of overkill.
  23. Patient_V

    Slots go Boom?

    Same, and I just purchased new slots tonight. Seems like the store is down at the moment.
  24. Quote:
    Originally Posted by Dechs Kaison View Post
    The mobs hit and direction they are flung is a function of where everything was the instant the power begins activating. Even if something moved during the short animation, it would still be affected as if it hadn't.
    Except it would. For a PBAoE like Solar Flare, a KB target's trajectory is determined by the target's position relative to the caster when the KB status is applied to the target, not at the start of the power. It's why you can jump out of a group of enemies while activating Solar Flare and send them all in the same direction instead of scattering them to the four corners, or why a mob can move to the side and completely change where it ends up.

    Quote:
    I know this is true because I've activated things like Combustion in the middle of a jump, landing yards from all the people that it hit when the three second animation finally ended.
    Careful, don't confuse the initial hit roll with the application of a secondary effect or someone might think you have no idea what you’re talking about.