Vanden

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  1. Quote:
    Originally Posted by Noble Savage View Post
    With all the time in the world, that would be awesome, but redo-ing all the costume work for whole villain groups isn't feasible. That said, I imagine we would add some shader improvements to anything we do touch.
    If you were to do this, DEFINITELY go for the Freakshow first. They're probably the most signature and beloved group CoH has.
  2. The costume pieces used by the WarWorks would be good, as well as the smoother and less skeletal clockwork pieces used by such characters as IVy. Also, the pieces used by the low-level Praetorian Police would be nice.
  3. Vanden

    Mo5thSF , MoRSF

    Speaking of meat grinder, that's what the last AV dogpile is. My advice is, don't get near it on a squishy.
  4. Quote:
    Originally Posted by GavinRuneblade View Post
    Blasters (like dominators) have a higher multiplier for melee damage than for ranged damage.
    Not true, Blaster's ranged modifier is 1.125, while their melee modifier is 1.00.

    They still generally do more damage in melee, though, because their melee powers are so strong.
  5. Nothing like a forced glass half empty outlook.
  6. The trial definitely needs more flavor to it. Its own dedicated AV would be a great help. Since the lore states that Chularn the Slave Lord runs the factory cubes, why not him?
  7. I really love the way IOs let you build your character to great strength, but there's a downside; for a lot of my characters I literally don't remember how they played without them.

    For example, you might tell someone asking about Banes that they are strong but somewhat squishy and I'd want to say "What?! My Bane never dies and can easily solo multiple boss at o... oohh, that's right, I softcapped him." Or someone might complain that soloing psi-resistant mobs on a primarily Psi-dealing character makes them want to kill themselves, and I'd want to say it's not that bad on my Mind/Psi dom... but then I remember that I have such high levels of recharge I can pretty much chain Levitate and Telekinetic Thrust endlessly and I'm very likely to have my Toxic Tarantula out as well.

    Anyone else unable to help newbies with the sets they have the most experience with because of this?
  8. On my current planned build I have 93.75% global recharge. That puts Hasten up most, but not all, of the time. (Hasten needs 110% global recharge for perma after 3 IOs) Is that sporadic Hasten with my current recharge enough for permadom?
  9. The Karma I have in my PFF still works, I just can't turn the power on. A LotG is probably fine too.
  10. Vanden

    Buff Force Field

    Quote:
    Originally Posted by Arctic_Princess View Post
    FF is one of those sets that I like to team with, but not play.
    See, this is why FF needs buffs. This is a far too common opinion on it.
  11. Vanden

    Dom Pff

    I didn't see you going onto test to see if it was broken before being pushed to Live.
  12. My Dom is a hero and thus has Call to Justice, and I have to say, it really noticeably increases my kill speed on tough targets, especially since it affects pets too. I would probably take it over Frenzy.
  13. So today's patch replaced PFF for Controllers in Mace Mastery with Focused Accuracy. Only thing is, for some reason it made the Dominator version unusable! Submit your bug reports gentlemen!

    Also it really should have been Targeting Drone since Mace Mastery is a tech set.
  14. If you're gonna have underwater zones but not go out into the sea, what's the point of setting the adventure underwater at all? You might as well set it in a grocery store.
  15. Vanden

    Buff Force Field

    Right, that would be totally overpowered. It's not like those enemies are either not always intangible or use an "ignore incoming damage" mechanic that doesn't prevent normal mezzes from working either, or are simply not intended to be unstoppable marauders that instakill your party no matter what.
  16. Vanden

    Buff Force Field

    Oh no, I'll be able to make invincible enemies the devs want to be invincible.
  17. Vanden

    Buff Force Field

    Okay, there's a lot of misinformation in the past few posts.

    First, there's a difference between Phased and Untouchable. Phased targets can only hit other Phased targets. Phase Shift grants this status. Untouchable targets are immune to attacks unless the power used can specifically go through that and yes, that is a feature of Hamidon's attacks. It has nothing to do with the Phased status. You can't attack an Illusionist while it's intangible because their power gives them the untouchable, not phased, status.

    Second, civilians in mayhems are NOT untouchable. They just have 100% resistance to all damage and ridiculously high mez protection.
  18. Vanden

    Buff Force Field

    Quote:
    Originally Posted by Jade_Dragon View Post
    And how do you know this?
    If you'd bothered to read the thread, you'd see that I already pointed out that there are mobs in the game, like Hamidon, that can damage untouchable characters.
  19. Vanden

    Buff Force Field

    Quote:
    Originally Posted by Jade_Dragon View Post
    I've suggested making Detention Shield into a toggle, but according to the devs, that is impossible. A toggle must tick at regular intervals. The first tick would make the foe Untouchable, which means the second tick would immediately fail because it was unable to hit the target.
    That was years ago, and is no longer true.

    Quote:
    Originally Posted by Jade_Dragon View Post
    Finally, the problem with giving Force Bubble a debuff effect is that its primary effect forces all foes out of its radius, forcing them out of the debuff.
    That is why the debuff would stick for 10 seconds, giving the enemy enough time to get back into the AoE while retaining the debuff.
  20. Vanden

    Buff Force Field

    Quote:
    Originally Posted by Panzerwaffen View Post
    How would this be a buff and not a nerf? As it stands, I can apply Detention Field, it lasts for 30 seconds, and recharges in roughly the same amount of time. Therefore I can reapply it as soon as it drops against a hard target like an AV, which is really the only target worth using it against.

    Your change would result in a toggle that would use about 3 times more endurance, would only last 30 seconds, then result in a 15-30 period of downtime where it couldn't be used again.

    No thanks...
    You're right, mathematically it would be a nerf. But the result would be a power with much, much more user-friendliness.

    Quote:
    Originally Posted by McNum View Post
    Yes, I know. That's not a problem, that's working as intended. If something gets Force Bolted, it should keep going until it meets something heavy. Like a wall or a Tanker. Forcefields does need something for AVs as that's the example put forward in every FF vs. anything thread. If Forcefields could keep an AV on the ground for half the fight, it most certainly will have something to do.
    I think you've found the reason Force Bolt doesn't quite reach that point.