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Posts
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On my home server, Hamidon raids went from an almost daily occurrence to a once-in-a-blue-moon event when Hamidon was updated. I don't believe this is because of the increased difficulty* or the zone limit or anything like that. I think the culprit is the need for a prep stage.
In order to have a good chance of succeeding, you need to build up a good reserve of Essence of Earth inspirations. If you run out, you're almost guaranteed to fail, and it's very difficult to get enough from killing the monsters in the Hive/Abyss.** You have to go monster hunting elsewhere to collect a good safety net on EoEs before you even set foot into the Hive (that or buy them, and they're not cheap), and I think this is the major stumbling block. Hunting monsters is a task in itself, and it's hard to get people to come along if they're not sure they'll actually go on a raid at a later time.
Anyway, here's some ideas for a proposed fix:
1. Increase the drop rate for the inspirations from monsters.
2. Don't despawn monsters in the Hive or Abyss to allow for EoE restocking mid-raid. Use the new tethering technology to prevent griefing.
3. Since Hamidon is meant to be incarnate content, allow us to convert Incarnate Shards into, say, 3 EoEs apiece.
* In fact, I don't think Hamidon actually became more difficult at all, just changed needed tactics. I couldn't really tell you though, because I've only been on one of the few post-update raids.
** I know the people on my server don't have enough experience raiding Hami to do it with that paltry amount for sure. -
I was tanking a TF that had a fire Blaster on it, and I noticed that enemies in my Tanker Dogpile o' Death were not fleeing from the RoF effect.
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Let me preface this by saying that I'm NOT sore about ED, in fact I'm one of the few who thought it was a good thing when it happened.
Way back in I4, my Invulnerability tanker was nigh-invincible. I hardly ever died, I was hopped up on pre-nerf Hami-Os which kept my damage permanently capped, and was generally way overpowered. I felt like I was wasting my time if I wasn't fighting purples exclusively, and I hated Toxic damage because I didn't have great resistance to it. I distinctly remember getting my *** kicked by Hydra and being completely baffled by it.
That was not an uncommon state for the high-level players of the day. I wasn't unusual; almost all high-level players could tell a similar story. So in retrospect it's no surprise the way I5 and ED came along and put us in our place.
Now, five years later, I've rebuilt my Tanker multiple times, spent hundreds of millions on IOs, and have generally reached the point where I almost never die again. And then it happened: the other night I ran the Apex TF. We fought nothing but purples, and we kicked all their *****, except the Hydra, which, because of their stupid toxic damage, took a bit more doing. Yep, we're back. -
The buffs in that mission cap your recharge, and Divine Core Oscillation adds a huge damage proc to all your attacks that trivializes any damage of your own, so the normal methods for dealing damage go out the window. It's all about just landing as many individual hits as possible to get that power proccin'. The fastest way to kill the echoes, therefore, is to just chain Brawl and your fastest-activating power, and to use any pets you have so they can do it too. Every other thing about your character is irrelevent.
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I doesn't look like the CoH UI, so it's probably something on your computer.
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Because of layering; you have Defense which reduces the chance attacks will get through, Resistance reduces the damage those attacks that get through do, a monstrous heal that recovers the twice-reduced damage that you do take, and +HP which effectively increases your regeneration.
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I got a better idea: Just get rid of them. Kheldians have enough checks and balances without them. They're a product of an old development team with a different design philosophy, and they just don't fit into the game's current paradigm.
It doesn't have to be sudden. Add a new TF that has you kicking the Void Hunters off of Earth. Then after a few months remove the Void Hunter Spawns and put the new TF into Ouroboros. -
My guess is that since Electric Control was implemented after power customization, they didn't bother making any FX for the powers with baked-in colors like most other sets have. So when the FX are called without any color data, it defaults to white.
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Ah, that makes sense. That's too bad.
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Quote:...what?Would be great if that functionality worked in popmenus, but the locked options were added simply so that the default quickmenu could include all the emotes and lock out those the player couldn't use. Given that custom popmenus aren't really a supported feature, I have my doubts that the Dev's even considered implanting not having the flag as a possible "key."
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Wouldn't it make more sense to have not earned badges highlighted instead of earned badges? Then you make it so clicking the badges sends a tell to "$name" (yourself) saying how to earn said badge.
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Quote:Yeah, I really didn't intend for this to become another big thing about whether boosters are good or bad...i really hate what threads complaining about booster packs inspired by distorted recollections of the game's history of costume additions has done to the community. Not that the OP was all about that, but it certainly attracted some of the same misinformation and hyperbole as those threads.
Actually, i don't hate it that much.
But it does get a bit tiresome.
Time to go trick or treat.
I mean, that's why I didn't state my opinion about boosters, because I knew if I did someone with the opposite opinion would've felt compelled to tell me how I was wrong, and things would've spiraled from there. -
From my testing, recharge enhancements from alpha slot powers do NOT affect Domination, in spite of what Zombie Man has up there. On a Dominator with 117.5% global recharge and the common Spiritual Alpha enhancement (33% recharge), Domination recharges just a hair too late to be perma. Domination needs 123% recharge to be perma, just a little over the 117.5% I have, so I'm concluding that Domination is unaffected by at least the common buffs.
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Gotta be honest Sam, I have a hard time imagining you having time to play the game between writing these dissertations you call forum posts.
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It seems to happen most if, from the non-combat stance, you use a power that doesn't put you in the combat stance, like Build Up or Rage. If I use one of those powers and then begin to attack, I see what you're describing.
My workaround is to just hit Escape twice to detarget and force the character out of this "pseudo-combat" mode, and then continue attacking. -
Yes, that's how I figured it was arriving at ~40%, but my understanding was that in the formula for players attacking critters, defense was still being applied after the accuracy mods, not before.
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My chance to hit was 40% though. And I should have more than 95% tohit against them before the tohit cap is applied.
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Did the ToHit formula change? My understanding of the ToHit formula changes from I7 was that the only matchup that would be affected was NPCs attacking players. Players attacking NPCs would be unaffected.
However, today I verified that the 35% defense of +2 Rikti Drones was dropping my normal 95% chance to hit +2 enemies down to 40%. I have 62.1% Accuracy enhancement in the power I tested with, plus another 32% from set bonuses, so I should have accuracy to spare, unless the formula's been changed since last I checked. Has it? -
Kheldians could definitely use some attention.
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Again, you guys know I wasn't complaining about boosters but people who want things to be boosters over being free, right?
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I seriously doubt people put that much thought into it.
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Quote:I'm gonna agree with this.That's my take.
And I'm sorry when I said it I deflated BAB's pride in what he had done, which was truly outstanding. But to wait more than one Issue for the Pools to be customized means that Power Customization is, IMO, a failure.
What good is it if I can turn my red primary powers green and my blue secondary powers green but can't turn my overwhelming Speed Pool powers from that hideous yellow to my thematic green?
More people take the Power Pools than any Primary or Secondary and thus, in a way, they become even more Primary. Or they should be prioritized as such.
Until Pool Powers are customizable, what has been done is a unfinished job. And if there was a definite timetable, I could be patient. But because it's unfinished with no definite plan to be finished... sorry to say it... it's just unprofessional. -
It seems like whenever someone comes up with an idea they like, if not them then someone who agrees with them will go, "Yeah! It could be a super booster!"
No! Why are people so damn eager to get rid of their money?