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Posts
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Quote:This is a tough thing to think about for me. I have always been against this change, even though I completely understand the benefits and also understand why people would prefer this new way. I have been unable to play my Kin since they announced the change, because everytime I looked to log him in, I would get depressed about the loss of playstyle (I did log him in and play him on a Kahn once last week just to get one more play session before the change).Yeah, well, that's just like uh, your opinion man.
I don't find active debuffing any more fun than active buffing, and just blasting all the time isn't that fun either. Fun is quite subjective in this case and shouldn't be a factor.
I think I look forward to this change on my Cold and FF defenders, although I have not yet logged them in since the change. I am sure I will grow to enjoy the new style even on my Kin (perhaps I will better be able to drain even AVs of their End).
I do feel kind of like Empathy becomes the odd man out. I am not looking for Empathy to be buffed (nor was I expecting to see Kin, Cold, Thermal, or Sonic buffed either), but I hear people say Fort would be OPd if it was a team wide buff. I think of the Cold shields + Sleet, and I am not so sure. Yes, I know I just compared 1 power to 3, but a teamwide Fort would not be OPd, since other defenders can easily match what Fort brings to the table. The Emp healing is good, but I don't think it is that good. Looking at entire powersets, I can't see AoE Fort + half uptime RAs + one AB + good healing as OPd relative to perma-FS, SB, ID+some healing or AM+EF+RI+LR+some healing or IS, GS, FW, Sleet, Benumb and Heat Loss or Hurricane+Freezing Rain+Tornado+LS+a small heal, etc.
I love my Emps as is, so I don't need a buff, however, I do not buy into the theory that AoE Fort would be OPd. -
I came to support scrapper Ice Melee, I left wanting to be mean **** in valley with big stick. Thinking Staff.
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I had to change the word Accessed when it was used as the name of ambushes. I had them named Computer Accessed 1 and Computer Accessed 2.
I was allowed to keep the word accessed in the dialogue of one of the ambush squads. -
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Quote:I'd drop Empty Clips, cones do not mesh well with the near-melee, use PBAoEs style you are suggesting you desire. I highly encourage you to choose Fire Sword, it is a very good attack and you will be close to melee to make use of Hot Feet, FSC, Burn, and HoB anyway.Sooo what do you guys think? Problem is, I have no idea if I'll be able to slot so many powers well.
I'd consider dropping one of the single target powers from the primary, Suppressive Fire is my personal first choice, but most people prefer to keep the control power; if you like having the control, then drop any of the other 4 (I include Piercing here, although you can easily hit 2 with it).
Here is my DP/Fire/Cold for reference. -
Quote:MMM. So much good. Hopefully some day we can see it in game.How about "I just ran a 5 mission arc with multiple objectives that took an hour and a half and ended with me having to take down a level 54 AV that ignores the No AV difficulty scaling?"
Max number of players allowed in arc: 3. Is able to be started with 1. Grants 1 emp merit at completion once a day. Grants chance for astral merits at objective completion. Drops threads. -
I'd prefer small to regular team content that just might be soloable by really dedicated people. I may structure the rewards in such content so that stuff is rewarded as you play, so that even if you fail repeatedly, at least you can make some reasonable progress.
OTOH, a lot of people seem to have taken well to the trials. More than I expected or hoped (which at least makes forming the trials reasonably easy most of the time). It may not be in the best interest of the game to introduce much in the way of Incarnate rewards outside of the trials. I hope that is not true, as I prefer 6 to 8 man teams over 8 to 16 man teams over 16-48 man teams. -
Just ran my first Keyes as an Emp. It is difficult to find and select who is getting disintegrated. Possibly more difficult than it should be. I also learned that when I am getting disintegrated, Healing Aura is not enough to keep myself alive, I also need greens (both times (yay I got targeted twice) I failed to have Regen Aura available, so maybe with that I could make it without greens). I survived the first one because I had greens, the 2nd one just got me a second before HA recharged. Now that I think more about it, perhaps had I hit Power Build Up I could have saved myself...
Maybe I just need more practice and need to learn more about what to watch for. -
Quote:The Paragon Points do not replace the Vet rewards nor are they interchangeable. A new Vet reward system is being put into place that is separate from Paragon Points (I believe they are calling them Paragon Rewards). Paragon Rewards are earned every month you have a subscription and you can earn them by buying enough Paragon Points, if you decide to stop paying your subscription.I really don't like the idea of getting rid of the vet rewards because this doesn't even begin to replace it. It doesn't even cover the cost differential from how much more the booster packs will cost.
My biggest fear is that new characters made after this scheme goes live will no longer be able to claim their rewards. I don't think I could get by without my sands of mu and blackwand and all of the other things I have gotten so used to over the years.
Therefore, you are not losing your Vet rewards, they are just being subtly changed, renamed, and possibly even improved. -
The storm debuffer keeps the hurricane on constantly, but will only use O2 boost if you get hurt (so if you need to be healed at least once a minute, you can keep the small buffs of O2 boost). But the huge -to-hit and -range that comes with storm is pretty awesome (note the Hurricane does not have repel, but it will occasionally KB an enemy or 3).
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Good choice. My standard answer for someone looking for blaster secondaries is /Fire. Always kill it with fire.
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When Ice Melee was buffed, I think that is when their kill speed increased nicely, but primarily for AoEs and minions/Lts. Lore pets and Interface can sure help them against single targets.
My Fire/Ice tanker is only Alpha slotted so far, I am still trying to figure out where I want to take him. My Ice/Ice is still in the 20s, very enjoyable, but nowhere near thinking about incarnate stuff. I really like Ice Melee, it is my favorite tanker secondary and I'd love to see a scrapper version of it soonly. -
Quote:It is one set of tasks inside one long mission. People seem to have this idea in their heads that one mission is going to allow for all possible strategies and still allow for success. The only way to do that is to keep everything very, very simple.WORSE not worst. I say this in relation to the "pure" healer, "pure" taunter tactic that ignores a very large array of other abilities. I do not deride healing as "evil," such would be false hyperbole. What I don't like is the limit on abilities and tactics that this approach represents.
You do not need, nor want pure taunters/pure healers. During the move AM around phase, you may want that (although it is likely the healer (if one is even needed, since this phase is a bit easier for a tanker to not need one) could also be assisting here and there beyond just focusing on the tanker if they get in range of enemy spawns/other allies). But before that I'd want my aggro monkeys attacking and on the end fight they should be attacking as well. Of course, the ones not on AM are also attacking a lot even during the drag him around phase.
Yes, each specific encounter is likely to have a more narrow subset of needs. This is not new and there is no magic way to design a scenario that makes that untrue (without the scenario being very flat, simple, and mindless).
On your semantic note: Your statement was intended to indicate that the tanker/healer strategy was not just bad, but exceptionally so. Plus, my statement was "one of the worst", which implies that it is merely on the bottom rungs, not necessarily the bottom-most. There doesn't seem to be much difference functionally between you saying, "some of the worse habits" and me saying "one of the worst habits". I certainly did not intend to mean any difference. In short, I disagree that a healer/tanker is a bad habit, although your pure healer/pure taunter scenario is undesirable, it is also a fallacy that the KIR encourages that overall and also very unlikely (although not impossible) to run into people who have made it to level 50 and want to be a pure anything. -
Quote:One of the things I love about CoH is the variety you can have for teaming and succeed in most tasks. That being said, it is in NO WAY one of the worst habits to have a tank/healer combo. It is one of many viable choices.*le Sigh* did this last night on my illusion/emp controller. When it came down to it, I had no time to do anything but heal. The ideal strategy seemed to be: healer heal, tankers be taunters. (no attacking!)
It seems to cater to some of the worse habits in the game for standardized MMO strategy with no adaption needed.
Healing is not evil. Designing an encounter here and there where healing is very useful is not evil. Not every game encounter should become trivial because we brought a bubbler, a cold, and a sonic. Sometimes, even healing should be desired.
If every encounter was designed to have the tanker/healer combo and only that there would be a problem. But the KIR is cool because of that gameplay mechanic and because we so very rarely need it. It is novel in CoH. Of course, I also like the STF, which features that mechanic once at the end as well. -
While I am not a fan of Soul, its cones could mesh well with Rifle, just remember they are VERY narrow (smaller than Buckshot, think Full Auto, but without the great range). The immob in tents is useful as well.
Your build looks fine and while I do not like the snipes, it sounds like you use them as intended and enjoy it, which makes it worth it in my book (and I think the Rifle sniper is my 2nd favorite snipe visually). I think you have a good handle on this and should trust your own judgment. -
It will vary for me.
Sometimes I go with 3 LotG.
Sometimes I go with 4 LotG
Sometimes I go with 3 LotG and 1 or 2 of something else.
Sometimes I go with 5 Serendipty.
Sometimes I go with 5 Red Fortunes.
Sometimes I go with 6 Red Fortunes. -
It is not exactly a new issue? See posts 20 and 21.
There were even pictures. Flying NPCs have long (always?) had issues with certain types of geometry and getting stuck. Those types of geometry feature prominently in the KIR trial. Anything with slopes (like the ramps) or railings (like all over the reactors) can make flyers do weird things and get stuck. -
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Quote:Well they have already stated the second part of my hoping. They have said, many times, that subscribers will be getting more for their subscription price. Whether or not you choose to believe them, is up to you.I'd like to see a red name say this, however. As players, we're really just guessing and fearing and hoping.
I somehow doubt they will say the first part directly, as if they say anything like that it could be taken out of context and misused. So we will have to infer from their enthusiasm over the possibility of being able to offer us more options, more customization, and more freedom to choose our CoH experience, that they may be adding more optional booster pack AND expansion type content than we have ever seen before. I admit, it is possible they will include more of that as part of the VIP package than I believe, but I think even VIPs will have to buy some of it outside of their sub fee and I expect that they will be making enough stuff, that if we want it ALL, we will pay more than we did in the past. -
Quote:As a percentage of product, I believe our subscription will be buying us less than it used to. As an absolute amount of product, I believe our subscription will be buying us more.To put it another way, I know that my subscription for VIP status will remain the same as my subscription to the game now, but can you honestly give me a guarantee that my VIP status will not get a smaller cut of new content than my subscriber status does now? Can you go out and say that we won't be asked to pay more to get "everything" when Freedom goes Live than we are to get everything now?
*note* I exclude consumable repeatable services like character renames, server slot purchases, server transfers and such.
We will be getting more for our subscription money, but there will be more stuff we can choose to spend yet still more money on.
I discuss the same concept here, with visuals. -
Quote:I would not be so sure that VIPs will not occasionally have to buy new powersets or even new stories or systems. Subscribers have had to occasionally spend extra on those things in the past.As a reminder, VIPs will not have to purchase content like power sets. We're going to continue to get this kind of new content for free. The only things you'll even have to *think* about spending extra cash on are the same things that we already spend extra cash on: costume pieces, auras, emotes. But since you'll be getting 400pp per month automatically, you'll be able to pick up a lot of the new releases for free.
In one of the Ustreams they have indeed confirmed bundled pricing (and I think the Magic costume set in the OP is an example), but they also said that boosters as we knew them will no longer exist. I doubt we would ever see a Magic Pack bundle, for example. There may be a Magic Emote bundle in addition to the Magic Costume bundle, but you wouldn't see the Magic Costumes combined with Magic Emotes, unless of course they change their plans. -
I am going to re-post this here. Hopefully one day the following can be looked at in greater detail.
I have some comments on the current state of the Lore pets, mostly in regards to the buff/debuff pets.
First some potential bugs. It seems some of my Alpha enhancements are not properly affecting the Lore pets. With the Musculature slotted, I do see the increased damage, but I am not seeing increased Endurance drain/recovery effects from the Storm Elementals nor am I seeing enhanced to-hit debuff effects from the Storm Elementals and Vanguard, and finally the defense debuff effect from the Rularuu also appears unbuffed. Cardiac does not seem to be affecting the range but it does seem to be lowering the end costs of the pet's powers. This actualy seems to be the way it currently works on live as well.
The only comment I have on the attack portion of Lore has to do with the Seers. They still look too weak overall. I suggest adding ~300 pts of Psi damage to the Augur's Dominate.
I am going to start the buff/debuff comments with the Storm Elementals, since I have the most to say about them.
Storm Elementals Monsoon - Woah! I love these guys. Sadly, they are seriously stronger than any of the other buff pets. An unkillable, controllable Hurricane spitting out a 30% to-hit debuff, 60% range debuff in its large AoE that also uses a decent heal/buff. Without the repel, Hurricane has lost much of its power, but a 30% to-hit debuff and 60% range debuff with the occasional KB control is very, very potent. Perhaps lowering the to-hit debuff to 10% would be more in-line with the other pets. Maybe making it 7.5% but unresistable? One thing should be improved, the AI should treat O2 boost as a buff as well as a heal. If I do not get hurt, O2 Boost is never applied, which means it loses out on its awesome potential.
Arachnos Fortunata - Add 3% Defense All to Mind Link (same duration as the other buffs, whatever that is).
Carnival Seneschal - Add 10% Resistance All with 1 min duration to Forge.
Cimeroran Surgeon - Add the same type of status protection to Heal Other that the Nemesis Surgeon's Triage has, the AI should treat this power as a buff as well as a heal.
Clockwork Mender - This seems to be a good baseline to balance around.
IDF Battle Orb - Deploy Stimulant's 6 second cast time and an interrupt looks out of place to me, I'd reduce it to 2 seconds and eliminate the interrupt, the AI should treat this power as a buff as well as a heal.
Longbow Warden - Add 3% Defense All with 30 second duration to Heal Other, the AI should treat this power as a buff as well as a heal.
Nemesis Surgeon - Change Triage's recharge to 7 seconds, the AI should treat this power as a buff as well as a heal.
Phantom Spirit - Change Adrenalin Boost's recharge to 2 min 15 seconds.
Polar Lights Borealis - Add 10% Resistance All with 20 second duration to Glowing Touch, the AI should treat this power as a buff as well as a heal.
Rikti Guardian - Change Accelerate Metabolism's recharge to 2 minutes.
Robotic Drones Shield Drone - Deploy Stimulant's 6 second cast time and an interrupt looks out of place to me, I'd reduce it to 2 seconds and eliminate the interrupt, the AI should treat this power as a buff as well as a heal.
Rularuu Noble Brute - Change Crystal of Vigor's recharge to 2 minutes. Add 10% Resistance All with 20 second duration to Heal Other, the AI should treat this power as a buff as well as a heal.
Seer's Seeker - This seems to be a good baseline to balance around.
Storm Elementals Monsoon - see above.
Warworks Battle Orb - Deploy Stimulant's 6 second cast time and an interrupt looks out of place to me, I'd reduce it to 2 seconds and eliminate the interrupt, the AI should treat this power as a buff as well as a heal.
Vanguard Magician - This seems to be a good baseline to balance around. Some learning curve to best utilize its heal, but I thought they worked well. -
Sadly, that is exploitable. Since any of us could make dummy free accounts to "team" with.