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Posts
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Quote:My suggestion is not really motivated by the need to move owing to knockback.I have a similar suggestion. Instead of changing the game, the players who want to hit an enemy which was knocked back can press W or Tab. My one extra keystroke matches your one extra keystroke, it leaves the KB mechanic intact, it works for everyone and it doesn't even need new code to work.
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Actually, real-time control is really fast. My first post in this thread suggested click to kd, shift-click to kb (can be bound to other keys). Kb enhancement will be used to increase the kb distance. Obviously, the suggestion needs coding, so standard code rant applies. My idea is mainly for something like energy blast which people use mainly for damage and kb is secondary effect. For powers that are used just for kb like force bolt, I would leave it as it is.
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Quote:Actually, the same argument can be used the other way round. The OP suggested -kb enhancement to suppress kb, which imply that kb "suck." Currently, there is no mechanism to suppress kb, which might suggest that kb is "great."I don't like it -- knockback is a major feature of superhero comics, and I'm also concerned that this would further ghettoize knockback players: "You can't be on the team unless you've slotted the -knb IO to reduce your knockback."
However, I MIGHT get behind this idea as long as the actual property itself was officially named "Suck."
"Sure, just take your Energy Blast and add Suck to it, and we'll let you on the team!"
But if you ask yourself, is kb always great? And also, is kb always suck? In my opinion, it depends on the situation. Sometimes it is the best not to kb. The problem with the OP's suggestion is that the suppression is done at the enhancement level, so the effect is permanent till the player switches build. This is not ideal as sometimes it is great and essential to kb. Although the suggestion is going to the extreme of eliminating kb, it doesn't mean that the idea of suppressing kb situationally is entirely wrong, because it is good not to kb sometimes.
I think what is missing in the kb mechanics is the ability for players to control kb and kd in real time rather than using enhancement for powers like energy blasts. -
What I guess is that dark armor has a damage aura which you can switch on and off as you wish. Therefore, you can stealth with death shroud off, or you can play offensive and have the death shroud on.
If you want to add a taunt aura to EA, you need to add it to one of the shields, which is similar to evasion in super reflex. If it is done this way, you don't have the choice to switch off the taunt aura when you want to stealth, because it is one of the essential shields for survival. -
Quote:It doesn't matter who clicks the glowie most of the time. Most glowies give a clue, which should appear in the clue window of the mission holder. Occassionally, a glowie grants a temporary power. This is where the problem comes. To be honest, most of these temporary powers are not really uber nor essential. If somebody clicks it, it's not the end of the world. It would be nice if people can ask before clicking to make sure that the glowie is not something special. I don't think people need to be too mad about it, but this is the internet.We all know that teaming with other players, especially with those you haven't played with before, brings together different playstyles. I'm sure most anyone on these forums can recall several bad PUGs they've been on. Hopefully they would also recall really good teams. I mostly solo myself, so I consider myself leaning towards the "hermit" side of the game. Even so, I thought I had picked up on a few "rules" (guidelines, more like, I'm sure) of etiquette when teaming.
I'll throw out an example of what I'm talking about. If it isn't your mission specifically, you don't click the glowie or otherwise end the mission without the mission-holder/team-leader's okay. There are others, to be sure, but they're probably not universal. It frustrates me when others on the team act differently than I expect them to. Not that everyone has to play like I do, but I think I try to mix courtesy in with my play when teaming, and I think I see other players not being concerned with such nonsense lately.
The real question is: have I misunderstood the way team members interact with each other? I think I've gotten "team rules" mixed up with being polite, but maybe that has no place in the middle of a fight?
Actually, I have problems with people being too strict with the team "rules." I formed a team to do some story arcs. As usual, there were some glowies. And certain team mates insisted that the glowies were "mine," I had to click it myself. I asked them to click it, but they stood beside the glowie and refused to click it. I really /em facepalm. -
giggle. It's ok. The suggestion comes up often. Unless there is a sticky about this, I believe it will come up again and again. Since we can't sticky every popular suggestion, we just make new thread again and again.
Quote:I tried it on my blaster with the flame mastery. When I want to range, I keep a little distance from the frontline, and put the bonfire under my feet. This prevents mobs from approaching me. Team members are welcome to stay cozy with me too.how do you use bonfire effectly without getting kicked from the team?
When appropriate, I put a bonfire close to the door to prevent mobs from entering. -
Quote:I think it would be nice to have the choice. However, I hope that the choice can be made in real-time combat rather than at the enhancement level. As you mentioned, you can't kb when you need it.The downside is slotting these stops you being able to get someone off you for a while.
I'm not sure I see an issue with slotting both +knockback and -knockback other than it seems a little pointless.
First of all, there are powers that are simply kb without doing much damage, for example torrent and force bolt. Maybe these powers can be left as it is. There are powers that do significant damage with kb. Very often, we just want to do damage with these powers and kb is an unintended effect. I think it would be nice if we can click the power to kd, but shift-click to kb, then it would add a lot of tactical value to the power. Here, click and shift-click are just examples, they can be bound to other keys. I would still want +kb enhancements (and maybe -kb as well), and they control the distance of kb.
Because most of the past discussions are not about customization and giving players choices. It's more about the love and hate of kb and about people need to learn to play. -
The dev did respond to the taunt aura request by adding a taunt to energy drain. Conceptually, it might be a bit strange to stealth but having a taunt aura. I think adding a taunt to the only offensive click in the power set is an ok solution to our request.
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It sounds like you're considering hover because of Nemesis kb. Note that the "bug" about hover mitigating kb was fixed, so kb will affect you when you're hovering.
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Quote:The way you put it, we should pick the effective defender instead of the buff bot. The post guides us to your desired answer.Last week, I was recruited to a TF team. My Defender is L33, FF/Nrg+Flight/Ldr.
Having recently respecced, my solo build (no team bubbles) was fully slotted and working well. My Team build (with the bubbles and fewer attacks) was completely unslotted.
I informed the team leader of this, and asked if she would prefer me to switch to the team build. I informed her that my Dispersion Bubble plus other defensive measures were nearly as effective as the bubbles, and that I would rather stay on the solo build so I could fight, too. She said I was recruited for the bubbles, and should switch builds.
I did so, and we began. I found the team rarely stayed together and often moved so fast through the maps that I didn't have time to bubble people, so I switched back (I didn't mention it, to avoid any grief). There was little change in the team dynamic, except that I was now able to fight alongside the team. No one noticed that I had changed builds.
My question is, what would you have preferred if you were the team leader? Would you have preferred an unslotted buff-bot to a solo oriented but effective Defender? -
If the attributes of mob attacks are the same as players, then only the Blind from Master Illusionist is psionic without a positional attribute. The attacks of Master Illusionist are from Illusion Control. For Ring Mistress and Dark Ring Mistress, their attacks are from psychic blast, which have both psionic and positional attributes. I'm not sure about the Mask of Vitiation.
For Arachnos, the widows and tarantulas use psychic blasts, so their attacks should have a positional attributes.
It is true that mind control attacks don't have a positional attribute, but Carnies and Arachnos don't seem to use it. -
For entropy shield, we did fight for adding psionic defense and allowing the defense debuff resistance to be enhanceable. Unfortunately, we don't get a change for this power.
I guess the hope right now is proliferation, as this will be the second chance that energy aura will be looked at. -
Quote:Stealth and endurance management. If you don't find these 2 abilities appealing, then EA is gimped in your eyes.So why such a vulnerability when compared to other similar defense sets? Do we really get something that makes up for this?
Quote:I'd imagine there are two options available to EA. The simplest, most straightforward solution would be getting rid of the psi/toxic def holes (don't know how easy it is to implement a toxic defense so 'simplest' might be a massive overstatement code wise).
Quote:Why not let EA focus on the +end / drain resist and something similar to the -end found in the new ElA toy?
I think kinetic shield can have slow resist too, as kinetic means movement. I bet the idea of the shield is that it can change the movement/speed of the incoming attacks, hence providing defense to s/l damage. So, adding slow resist is sort of related (though remotely).
Actually, one charactistics of EA is repel and teleport protection. I think detention protection can be added as well. But I guess not many people bother with such ability.
My combat attributes ingame says 51.9%. Power shield, kinetic shield and entropy shield each gives 17.3%. The value can't be increased by enh and bufffs. There is additional debuff resistance from overload. -
Did it during the weekend. Teamwork and patience don't always work. Actually, the melees died after a few seconds touching the level 40 pp, then followed by the rest of the team. It was not a bad team, we just had an unfortunate team makeup with no tanks, no controllers and 1 trick arrow defender.
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It looks a bit weird that you don't slot heightened senses and weave. Apparently, you run out of slots and you decided to give up defense.
It seems like you want to pick up some regeneration and recharge bonus. But then you end up wasting a lot of slots like those in mind over body and quick recovery. I think it's ok to do such thing for a power or two, but you will end up not having enough slots with so many powers 6 slotted for their set bonus. Is recharge important for this brute?
For rise to the challenge, it's more efficient to slot for heal first. -
Quote:In some sense, the knockback damage can be incorporated into the attack itself. Either landing on the ground or being smashed onto a wall, there will be some extra damage associated with it. So, the knockback damage bonus can be implemented simply as a damage buff to the kb attacks, I think.Knockback Damage Bonus: I'm not sure how hard this would be to code, but I see the maybe a bonus to knockback and knockdown/knockup could be taking extra (smashing) damage if the KB/KD/KU breaks an enemy's resistance, basically since, not only are you getting hit with a powerful force, but then you're also taking a hard landing. (And for anyone who's taken Judo, you know a hard landing can be... Well, hard.)
Quote:NPC fall damage increase: Another thing I'm not sure on about coding, but since so many enemies end up being defeated by being dropped from great heights and I love tormenting snipers on my toons with KB (Their first mistake was proving to me that they existed) it would be nice if NPC enemies began taking fall damage at half the height PCs did and took double fall damage to simulate that feeling of them being "finished off." -
For Jay's costume thread, it is actually not that bad. It seems like a huge thread that nobody can read it all, but if you read the thread everyday and keep yourself updated frequently, then it only takes a small fraction of your time everyday.
I think the suggestion and ideas forum has its good point at the current form. People can freely dump their ideas into the forum for others to criticize. In the process, the idea can be refined if it's a good one, or discarded if it's really bad. The forum filters out ideas that are not that great.
I don't think the forum should be removed or changed. I think the main issue is how to take good ideas to the dev. Actually, it wouldn't be an issue if the dev can spend like half an hour everyday on this forum to scan for ideas, and they can jot down notes themselves for potentially good ones. Another issue is how to avoid certain popular ideas being suggested repeatedly.
I would like some kind of voting. I'm not sure if voting in the forum really represents the community of CoH. And there is always a discrepancy between what we want and what the dev wants. We try so hard to tell the dev what we think. Very often, I want to know what they really think while we are suggesting non-stop here. -
I completed your current SO build instead of radically changing it. You can pick up the soul mastery patron power pool. The to-hit debuff from darkest night will stack with your existing defense. The modified build should floor the chance of the mobs to hit you for all damage types except negative energy, psionic and toxic.
The IO sets I put into your build should be very affordable. Feel free to change the last two powers to something else. When you have more inf, you can optimize your build in some other way.
Welcome back, hope that you're enjoying the game!
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Cross Energy 2: Level 50 Mutation Brute
Primary Power Set: Energy Melee
Secondary Power Set: Energy Aura
Power Pool: Flight
Power Pool: Fitness
Power Pool: Medicine
Power Pool: Speed
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Energy Punch -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(3), S'ngH'mkr-Dmg/Rchg(3), S'ngH'mkr-Dmg/EndRdx/Rchg(11), F'dSmite-Acc/Dmg/Rchg(42)
Level 1: Kinetic Shield -- EndRdx(A), DefBuff(13), DefBuff(15), DefBuff(17)
Level 2: Bone Smasher -- Acc(A), Dmg(5), Dmg(5), Dmg(7), EndRdx(9), RechRdx(11)
Level 4: Power Shield -- EndRdx(A), DefBuff(15), DefBuff(17), DefBuff(19)
Level 6: Air Superiority -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(7), S'ngH'mkr-Dmg/Rchg(9), S'ngH'mkr-Dmg/EndRdx/Rchg(13), F'dSmite-Acc/Dmg/Rchg(42)
Level 8: Build Up -- RechRdx(A), RechRdx(25), RechRdx(42)
Level 10: Entropy Shield -- EndRdx(A)
Level 12: Swift -- Run(A)
Level 14: Fly -- Flight(A), Flight(37)
Level 16: Health -- Heal(A)
Level 18: Total Focus -- Acc(A), Dmg(19), Dmg(21), RechRdx(21), EndRdx(23), F'dSmite-Dmg/EndRdx(23)
Level 20: Stamina -- EndMod(A), EndMod(25)
Level 22: Energy Cloak -- DefBuff(A), DefBuff(39), DefBuff(39), EndRdx(39)
Level 24: Aid Other -- Heal(A)
Level 26: Aid Self -- Heal(A), Heal(27), Heal(27), RechRdx(31), IntRdx(34), RechRdx(40)
Level 28: Energy Drain -- RechRdx(A), RechRdx(29), RechRdx(29), Heal(37), EndMod(37), Heal(48)
Level 30: Whirling Hands -- Acc(A), Dmg(31), M'Strk-Acc/Dmg(31), M'Strk-Dmg/EndRdx(36), Dmg(40), RechRdx(40)
Level 32: Energy Transfer -- Acc(A), Dmg(33), Dmg(33), Dmg(33), RechRdx(34), S'ngH'mkr-Dmg/EndRdx/Rchg(34)
Level 35: Hasten -- RechRdx(A), RechRdx(36), RechRdx(36)
Level 38: Overload -- RechRdx(A)
Level 41: Soul Tentacles -- Acc(A), Dmg(43), Dmg(43), Dmg(43), EndRdx(46), Range(48)
Level 44: Darkest Night -- ToHitDeb(A), ToHitDeb(45), ToHitDeb(45), EndRdx(45), EndRdx(46), EndRdx(46)
Level 47: Dampening Field -- ResDam(A), ResDam(48), ResDam(50)
Level 49: Energy Protection -- ResDam(A), ResDam(50), ResDam(50)
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Level 1: Brawl -- Acc(A)
Level 1: Sprint -- Run(A)
Level 2: Rest -- RechRdx(A)
Level 1: Fury
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Good ideas.
Quote:I would group task/strike forces and trials together as they are similar. Raids are quite different in nature. Maybe roleplay can be added to the preference list.Part 2 - preferences
Change the menu of activity interests to be more comprehensive and allow players to indicate interest level in each. A suggested activity list: Zone Patrol, Zone Events (raves, fires, GMs, zombie/Rikti raid, costume contests, etc), Contact/Story Arc Missions, Radio/Paper Missions, AE Missions, Task/Strike Forces, Trials/Raids (Hamidon, Mothership), PVP Zone Patrol, PVP Missions, and Arena. For each of these provide 3 radio buttons interested, neutral, decline. Remove any and make the default for each category neutral.
Quote:a) Farming and Power Leveling. So you and some buddies have been playing a while, got your toons up in the mid-forties, and now another friend wants to join in. Power leveling the new guy is the only option. So I accept that these activities have a legitimate place in the game. I also feel that these activities should be kept inside your supergroup and/or coalitions; its like admitting youve kissed your sister - not something to share with the general public. But lets face facts, these activities occur. Some of us like it (dude, Im trying to purple out my toon), and some of us dont (I should report you for suggesting it). So if the interest section allows you to indicate if you will or will not join a team for these purposes, are we promoting a happy gaming environment where you can hang with like-minded individuals, or just facilitating the cheaters?
Quote:b) Titles are: Leader if you are currently leading a team, Recruiter if you have the right to recruit players to your supergroup, and Coordinator if you have the right to make coalitions. This will allow players looking for a team, supergroup, or coalition to limit their searches to players who can help them. These titles can be hidden. This is probably the spot to add Farmer, Badger, and Leveler if such features are added. -
I think the IO slotting is more towards the regeneration bonus. Other than that, the IO sets are just nice without a particular focus. It's ok, I also have toons that just slot whatever.
Maybe, you have to think what you really want to focus. For now, it's mostly recovering hit-points, and you also take the medicine pool. If you pick this route, you can optimize more your max hp. And for powers that doesn't have IO sets with regeneration bonus, you should pick a secondary focus, like typed defense as other people suggested.
Another way is to optimize more your defense, then you should take the fighting pool. Even if you choose to enhance defense, there should still be plenty of room to increase your hp and regeneration. -
Quote:For cloak of darkness, the description isEnergy Cloak specifically says "bends light around you so you become partially invisible". Even so, it does not make your character completely invisible, which Cloak of Darkness did.
Quote:A shroud of Netherworld darkness envelops you, making you difficult to spot at a distance. You can be seen only at close range, or if you attack a target. -
Quote:the Coralax and the golems in Sharkhead Island enmass there because of the presence of the Leviathan. It just gives these zones a unique flavour.
All these are a little subtle though, and connected to where the Coralax comes from, rather than fighting Coralax directly. Given how players play the game, I bet the only way is to create a strike force where people fight waves of Coralax, then people will think that they are well represented in the game. -
Quote:wow...I think you guys have a high standard. For my fire/EA brute, I set the difficulty to +2/x8 with boss and no AV, and I think that's probably the best my brute can do. My brute has aid-self and soft-capped all defense except psionic. I think the brute needs more than just defense, small resistance and the little heals to be better.I'm having a hard time getting to 28. At 25 now and I almost deleted her again. Instead, I'll bite the bullet and lower her diff back to +0/x4. Apparently I can't handle +0/x6 without dying at least twice a mission now.
She's getting nuked at 29 if ED doesn't let her handle +0/x6 without issue.
At level 20s without enough power pools and IO bonus, I think it's pretty harsh to push the difficulty up a lot. -
To the OP:
Actually, your idea/motivation does have a point. Just that the way you put it makes people want to give you a lesson how to play. There is an on-going discussion in the defender forum about traps. You can take a glance. I remember that there are numerous discussions in the past about how to improve traps, I think you can research a bit on this topic.
In my opinion, traps is pretty good in debuffing, and the force-field generator is not bad. You feel that traps is "defender-Lite" because if the team has problems surviving (in particular at low levels), the debuffs (that helps to kill faster) doesn't help much. Traps will be more appreciated at high levels. I think most people complain about mines/bombs and the setup time.