biff10426

Rookie
  • Posts

    158
  • Joined

  1. Quote:
    Originally Posted by Chaos Creator View Post
    IOs are a tangible object in this game tangible objects do not poof around. There exists a place to go where they hold onto your tangible objects and sell them for you. They don't deliver. Again; accessing the market from anywhere makes no sense!
    People also don't throw fireballs, there isn't a giant blue overall wearing ghost stampeding around docks smashing people in the face with a sledge, very few men can throw bolts of electricity, and you can't simply walk into Mordor.

    It's a fictional universe where crazy **** happens all the time, why couldn't they poof around? In the world of comic books, or whatever, anything is possible as long as the writer wants to...."Make it so."
  2. Quote:
    Originally Posted by ConFlict View Post
    All elec armor gets a heal in i16.
    Indeed, while I'm not the best at slotting for pvp, I think I can manage it somewhat well.

    Energize, I believe it's called, heals for roughly the same amount Healing Flames will, also boosts regen and gives an end discount for 30 seconds. I'd like to think the regen part isn't very imporant, being that you're a /elec.

    Anyways, the recharge comparatively between the two there is a gap, Healing flames base recharge is 40 seconds, while Energize's is 120. Obviously you're not going to be able to rely on it as much as you would with Flames, and you'd probably still have to pick up Aidself then.

    Though I did draw up a lolzy claws/elec brute build for ***** and giggles, and got the recharge on Energize down to 37 seconds with hasten on, though you could probably stand to get Flame's recharge down to like 12-17 seconds then.

    Other than that, resistance wise, /elec gets some more of it, but with DR floating around I' not sure what that would add up to in the end. Elec does get Lightning Reflexes, which is nice, and KB protection thats on all the time as long as you're on the ground.

    Fire gets...well, burn which doesn't help a whole lot since people don't tend to stand still in it, and that's about it aside from the self heal.
  3. Quote:
    Originally Posted by Tokyo View Post
    You aren't complaining that we'll be able to solo missions at full team strength come i16, are you?

    Cause, I'm friggan ecstatic.
    Oh, not at all. Just pointing out how,

    nevermind, last time I made a backhand comment about the devs and donuts I got a nastygram.
  4. Quote:
    Originally Posted by Malech View Post
    A blaster getting with a crit from hide and losing half health is not exactly something to complain about, you have diminishing returns uping your resistance to near 40%, one ranged attack that takes half your life away isn't breaking the game since blasters can kill things just as quickly if not quicker with buildup/aim on. Especially if your a sonic blaster as you said you are. Half a blasters health is normally 700, a normal shark attack does about 300 plus a crit, and if they proc they take half the health away of a class that can then hop away aid self, buildup aim and eat through their hp. And they are nerfing the shark next issue. If you really cannot take getting hit by something that can kill you that much I reccomend waiting until the nerf rolls around.
    Wheres the link to the nerfing of the sharks in issue 16?
  5. Quote:
    Originally Posted by Sharker_Quint View Post
    it was just a bad idea to give the highest capped stealth power to the lowest stealth capped AT. imho. but then again, how many times do the devs make sense when doing things?
    About as much sense as gutting AE cuz people whine about farming, then make it so you can solo missions at full team strength solo just fine for all your farming needs, I suppose.

    Oh and making flurry one of my strongest attacks.
  6. And for some reason it seems I can't neg rep people for no reason anymore. Anytime I select "I disapprove", it says "THANKS FOR ADDING REP" etc. This happens even when I select "I disapprove" and leave the comment box blank, still takes it and says "THANKS FOR ADDING REP"

    That sucks really bad :\
  7. biff10426

    Forum Reputation

    Quote:
    Originally Posted by Donna_ View Post
    It's a good thing to be stuck with.

    It makes people think before they post.
    Hopefully everyone will strife to get good rep

    Add something into your signature like this..

    <---- Gud Rep Pl0x!! PLzzzzzzzzzzzzz :P


    It might work, I unno o.O
    Nah it doesn't, 'sides I like red better than green anyways so I'm fine with it.
  8. Quote:
    Originally Posted by JeetKuneDo View Post
    This sounds good...but may also be asking a lot.

    From what I've seen "different" between the two sides is most often immediately judged to be either "better" or "worse". The players just do that by nature. Seems like the Devs eventually have to throw up their hands and "generic" things. Patron powers can't be changed? Outrage...must be changed to be like the hero version. Villains can get jetpacks at lvl 1? Well now heroes will be able to do that too. Villains get newspaper mishes...you know heroes had to get radios.

    I see what you are saying, but the Devs really get put into impossible situations. Those ideas you had are good ones....but heroes would have to get a version of it too or there would be much teeth gnashing.
    I'd be fine with villains getting EPP's, PPP's are pretty **** in comparison.
  9. Quote:
    Originally Posted by Schismatrix View Post
    i agree. Being able to effectively double the duration/output of accolades and tier 9's every 10-15 minutes would be incredibly exploitable. The final battle of many SF's/TF's comes to mind, just for a start.

    i like biff, he reliably makes good bad examples.
    Right because the game is really that hard to the point where you need the crutch of Demonic and FoN to get by SF's TF's. You don't need either, just some veats and a brute/tank and some debuffs yo.

    It's either that or they could flex their leet programming skills and 'save' the cool down of each build.

    Then again they still can't make the background info text editor work properly, who am I kidding?
  10. Quote:
    Originally Posted by Gr33n View Post
    the response i expected to get.... Stalkers QQ more than anyone.... you have the only power in the game that costs 0 endurance.... You are the only Archetype that has a for sure crit... You have placate...

    I dont think PPP powers should crit under any circumstances.
    Well, next issue BRAWL will cost 0 endurance, so yes, every AT will have access to a 0 endurance power, next!

    Quote:
    Originally Posted by Fenrisulfr View Post
    To be fair, I'm thinking that instead of nerfing the sharks, we should buff the other patron pools.

    Let's take a look at this; if you pick Leviathan Mastery you can get a hold that does -fly and a half-decent DoT, a half-decent ranged attack and HIBERNATE.
    And you can also get a waterspout and Coral Stony Pet. I guess they're kinda nifty.

    Mace mastery?
    A hold that does -fly and no damage. There's some -recharge in there as well so a stalker could stack that with spines. If they wanted to.
    And then you also get the ranged attack, snipe, aoe attack and pet. In this case, three pets. Spiderlings. Which are fairly cool. But not that useful for a stalker in pvp.

    The other 2.
    Ranged attack, snipe, hold and a pet.
    Instead of the aoe attack that Mu Mastery gets, Soul Mastery gets you Shadow Meld for 15 seconds of extra defence. Shame about Diminishing Returns.
    Huh...though if it immediately dropped the stalker back into Hidden status when it was used...that might make it comparable to Leviathan Mastery in desirability.

    Anyway, what I'm saying is, why nerf Leviathan when they could be making the other 3 patron pools better?

    Because it's easier.
    Well, yeah.

    But why always the nerfing? Let's drag the rest of the poppies up rather than chopping down the tall one!

    I feel the same way, I even suggested this on another topic, but some nerds said that I was wrong in thinking this way and that GAME BALANCE dictates that if something is performing better than something else then it's wrong and needs to be nerfed to **** and overcompensated to make it not even worth taking to correct it.
  11. Sure, give me your boss's phone number so I can inform him/her that you're wasting company resources and bypassed their filters so they can fire you.
  12. Here's a question though, how would having melee attacks dropping travel powers really help? Don't those basically have no recharge and you could pretty much just retoggle immediately?

    Sooo
  13. I'm also looking into making a claws brute, not for zone play, just for straight up melee v melee duels (in arena as to not get attention from the Fight Club police).

    I was thinking of going /elec because of Energize, but I think even with that power /elec will still probably suck *** for pvp in general, and fire is probably the better choice overall then.

    Anyways, just in case you wanted to know, here's the damage values for brute claws. This was gained from detailed view in the character creator, at level 50, un-enhanced for PVE and PVP:

    POWER PVE
    Swipe 37
    Strike 56
    Slash 68
    Spin 78
    Follow 33
    Focus 69
    Evis 100
    Shock 52


    POWER PVP
    Swipe 60
    Strike 79
    Slash 89
    Spin 74
    Follow 82
    Focus 58
    Evis 96
    Shock 37




    So Focus and Evis are about useless. My build concept will basically be taking a page from Radiation Blast; I plan on taking Swipe, Strike and Slash. I'll slot Swipe and Strike with 2 HO's and 4 Damage procs and see what kind of damage output those make. Slash will hold a Crushing Impact set. While Focus is ****** in the damage department, I'll be taking that to hold a set along with a Force Feed chance for +recharge to help things along; as if it's really needed we'll see. I was on the fence about follow up, but it can hold another set. I'm just not sure if I'll be using it much when fury starts getting full.
  14. Quote:
    Originally Posted by Neeto View Post
    well maybe WP might be a better choice for stuff elecA is not as great a choice for pvp
    I have a SS/WP already. While somewhat decent, Rise is about useless since the brainless dev's won't change it to a non-offensive toggle in PVP, thus it get's detoggled right at the start of a fight versus a MA who uses Eagles Claw.

    FUN FUN!

    Other than that, it's not too bad.
  15. Quote:
    Originally Posted by Silit View Post
    You are under arrest.
    Hold on there, slick. This build would be for duels in the arena. I'd never think of committing a crime by dueling in the zones, I know better than that!

    Cripes, I dunno, elec has always just seemed such a ****** choice for dueling for brutes...I don't think Energize is going to make it uber wonderful but I find /fire to be such a pain in the *** to level before I get enough monies to slot KB protection IO's into damned thing.
  16. Been thinking of rolling up a fiteklub (melee vs melee only, obviously...come on its claws ffs) claws brute. I basically stuck on whether to roll it /fire or /elec. Elec seems like it might be decent with Energize thrown into the mix now, though it has a substantially longer recharge than Healing Flames. More resistance across the board with elec, though with DR that'd translate to a net gain of like 2%. Anyways, here's what I drew up so far.

    Villain Plan by Mids' Villain Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Brute
    Primary Power Set: Claws
    Secondary Power Set: Electric Armor
    Power Pool: Medicine
    Power Pool: Fighting
    Power Pool: Fitness
    Power Pool: Speed
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Strike -- HO:Nucle(A), HO:Nucle(3), Hectmb-Dam%:50(3), Mako-Dam%:50(5), Zinger-Dam%:50(5), T'Death-Dam%:40(13)
    Level 1: Charged Armor -- TtmC'tng-ResDam:50(A), TtmC'tng-ResDam/EndRdx:50(7), TtmC'tng-ResDam/EndRdx/Rchg:50(7)
    Level 2: Slash -- HO:Nucle(A), HO:Nucle(9), Mako-Dam%:50(9), T'Death-Dam%:40(11), Zinger-Dam%:50(11), ShldBrk-%Dam:30(13)
    Level 4: Conductive Shield -- TtmC'tng-ResDam:50(A), TtmC'tng-ResDam/EndRdx:50(15), TtmC'tng-ResDam/EndRdx/Rchg:50(15)
    Level 6: Aid Other -- Empty(A)
    Level 8: Follow Up -- C'ngImp-Acc/Dmg/EndRdx:50(A), C'ngImp-Dmg/EndRdx/Rchg:50(17), C'ngImp-Acc/Dmg/Rchg:50(17), C'ngImp-Acc/Dmg:50(19), C'ngImp-Dmg/Rchg:50(19), ToHit-I:50(46)
    Level 10: Static Shield -- TtmC'tng-ResDam:50(A), TtmC'tng-ResDam/EndRdx:50(21), TtmC'tng-ResDam/EndRdx/Rchg:50(21)
    Level 12: Boxing -- Empty(A)
    Level 14: Hurdle -- Jump-I:50(A)
    Level 16: Grounded -- TtmC'tng-ResDam:50(A), TtmC'tng-ResDam/EndRdx:50(23), TtmC'tng-ResDam/EndRdx/Rchg:50(23)
    Level 18: Focus -- Decim-Acc/Dmg/Rchg:40(A), Decim-Acc/Dmg:40(25), Decim-Acc/EndRdx/Rchg:40(25), Decim-Dmg/EndRdx:40(27), Decim-Build%:40(27), FrcFbk-Rechg%:50(50)
    Level 20: Lightning Reflexes -- Run-I:50(A)
    Level 22: Aid Self -- Mrcl-Heal:40(A), Mrcl-Heal/EndRdx:40(29), Mrcl-Heal/Rchg:40(29), IntRdx-I:50(31)
    Level 24: Health -- Mrcl-Heal:40(A), Mrcl-Heal/EndRdx:40(31), Mrcl-Heal/Rchg:40(31)
    Level 26: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(33), P'Shift-EndMod/Rchg:50(33), P'Shift-EndMod/Acc/Rchg:50(33), P'Shift-EndMod/Acc:50(34)
    Level 28: Energize -- Dct'dW-Heal:50(A), Dct'dW-Rchg:50(34), Dct'dW-Heal/Rchg:50(34), Dct'dW-Heal/EndRdx/Rchg:50(36), Dct'dW-Heal/EndRdx:50(36), RechRdx-I:50(36)
    Level 30: Tough -- TtmC'tng-ResDam:50(A), TtmC'tng-ResDam/EndRdx:50(37), TtmC'tng-ResDam/EndRdx/Rchg:50(37)
    Level 32: Swipe -- C'ngImp-Dmg/EndRdx/Rchg:50(A), C'ngImp-Acc/Dmg:50(37), C'ngImp-Acc/Dmg/EndRdx:50(39), C'ngImp-Acc/Dmg/Rchg:50(39), C'ngImp-Dmg/Rchg:50(39)
    Level 35: Hasten -- RechRdx-I:50(A), RechRdx-I:50(40), RechRdx-I:50(40)
    Level 38: Power Sink -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(40), Efficacy-EndMod/Acc/Rchg:50(42), Efficacy-Acc/Rchg:50(42), Efficacy-EndMod/Acc:50(42), Efficacy-EndMod/EndRdx:50(50)
    Level 41: Mace Blast -- Decim-Acc/Dmg/Rchg:40(A), Decim-Acc/Dmg:40(43), Decim-Dmg/EndRdx:40(43), Decim-Dmg/Rchg:40(43), Decim-Acc/EndRdx/Rchg:40(45)
    Level 44: Focused Accuracy -- AdjTgt-ToHit:50(A), AdjTgt-ToHit/EndRdx/Rchg:50(45), AdjTgt-EndRdx/Rchg:50(45), AdjTgt-ToHit/EndRdx:50(46), AdjTgt-ToHit/Rchg:50(46), GSFC-Build%:50(48)
    Level 47: Power Surge -- P'Shift-EndMod/Acc/Rchg:50(A), P'Shift-EndMod/Rchg:50(48), P'Shift-Acc/Rchg:50(48)
    Level 49: Super Speed -- QckFt-RunSpd:50(A), QckFt-EndRdx/RunSpd:50(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    ------------
    Set Bonus Totals:
    • 7% DamageBuff(Smashing)
    • 7% DamageBuff(Lethal)
    • 7% DamageBuff(Fire)
    • 7% DamageBuff(Cold)
    • 7% DamageBuff(Energy)
    • 7% DamageBuff(Negative)
    • 7% DamageBuff(Toxic)
    • 7% DamageBuff(Psionic)
    • 4.5% Max End
    • 23% Enhancement(Accuracy)
    • 4% Enhancement(Heal)
    • 37.5% Enhancement(RechargeTime)
    • 10% FlySpeed
    • 309.2 HP (20.6%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • MezResist(Immobilize) 11%
    • MezResist(Sleep) 11%
    • MezResist(Terrorized) 2.2%
    • 9% (0.15 End/sec) Recovery
    • 10% (0.63 HP/sec) Regeneration
    • 1.26% Resistance(Fire)
    • 1.26% Resistance(Cold)
    • 1.26% Resistance(Energy)
    • 1.26% Resistance(Negative)
    • 10% RunSpeed



    This would be opened with the newly updated Mids.
    Also, I generally don't use purples so suggesting that I slot some is meh.
    Should I switch to /fire?
    Should I not even bother?
  17. Quote:
    Originally Posted by Lemur Lad View Post

    It's also a world where you can play right along side the person with the uber slotting and still contribute really well even if you only have SOs.
    Unless you're a stalker.

    Quote:
    Originally Posted by Tricia View Post
    Or recovery, or defense, or accuracy, or HP, or Endurance, or Resistance, or a combination of the above...
    Lawl
  18. Quote:
    Originally Posted by Lemur Lad View Post
    Let's set your setting the record straight even straighter shall we?

    The nerfs you speak of adjusted everyone, but mostly they brought severely overperforming sets down out of the stratosphere so that everyone was about the same.

    What IOs have done is give everyone more power and options, so that the number of viable and fun builds that can be tweaked to high levels of performance is much wider than it was in the bad old days.

    Bottom Line: if you feel those old nerfs unfairly hindered you, you were probably unfairly ahead of the pack. If you feel that IOs are only bringing things back to where they were, you need to look at the people around you, because there is a lot more variety at the top of the heap than there used to be.

    If you can't see that as better for the game, I'm sorry.

    Right, instead of 6 slotting stuff for recharge or damage, we're stuck with cookie cutter slotting of 3 damage, 1 acc, 1 rech, 1 end redux for attacks and so on. A LOT more variety!

    B-b-but what about Set bonuses!

    Build your scrapper for damage, or build him for /regen +recharge, again lots of variety.

    Oooh ooh, but I can has different colored powers soon, that's MOAR variety!!!
  19. Quote:
    Originally Posted by Caleb_Nokama View Post
    Very exploitable. Anything that would allow for instant induction resetting would be exploitable to a fault, for both pvp and pve.
    ...Right once every 10-15 minutes.

    Extremely exploitable I know. Then you could pop off two infernos once every....

    10-15 minutes?

    Extremely exploitable, I rescind my idea because of how deadly and exploitable this really is.
  20. Quote:
    Originally Posted by Donna_ View Post
    "lets interupt others that are doing something that does not concern us what so ever"

    Sounds like you are looking for an argument, and to pro-actively cause distress to other players.

    This is the sort of attitude that turns people away from pvping.

    Imagine someon trying pvp out for the first time only to get met with this sort of treatment.

    Sorry but the only thing that should be interrupted is the access on your account.

    If you cannot enjoy the game without taking somone elses enjoyment you should not be allowed to play.
    He should be banned for pvp'ing in a pvp zone? Word?
  21. Keep the current time limit and remove the need to visit a trainer.

    Is that still really exploitable?

    Either that or make it so villains can use Warwitch to change builds, like we used to be able to for crying out loud.
  22. Quote:
    Originally Posted by Quinch_NA View Post
    It sounds better than it is, considering that doesn't give you a direct conversion into endurance cost reduction.

    The reduction formula, for endurance and recharge, for example, is 1/(1+(enhancements))

    Plugging those numbers into the formula {and ignoring ED}, we get this;

    DOs Cost Difference
    0 100,00% N/A
    1 85,69% -14,31%
    2 74,96% -10,73%
    3 66,62% -8,34%
    4 59,95% -6,67%
    5 54,50% -5,46%
    6 49,95% -4,55%
    Total -50,05%

    As you can see, with each enhancement you add, the benefit from it decreases - in its own way, reduction enhancements come with its own ED system. So, I'm going to have to disagree with your point and state that, while enhancements can be useful for knocking off a percent or ten from the power cost, they're not nearly as effective as endurance management tools as they sound.


    Edit: By the way, back on topic, has there been any word on whether the SSK system will affect flashback requirements, or whether there'll be any changes to the flashback system at all?

    I still haven't figured out why a majority of mmo's don't have out of combat regen/recovery. It's a nice idea. I don't see why it shouldn't exist; I survived the mob afterall. Now, you could say that you could kind of bend it to your advantage by backing off and taking a breather to let your out of combat regen/recovery to get a second wind during a fight, but the few game's I've seen with this feature, CO included, 'reset' the mob to full hp if you fully disengage from the fight. So here's the question:

    Would people like it more if Health/Stamina boosted your out of combat regen/recovery to rest levels when 3 slotted each? Thing is, I don't often find myself running low on end smack dab in the middle of a fight, and if you do thats when blues/greens should come in. AE boss farms is an exception, however, but I'd like (hope) to think the devs still balance things around normal content, and normally you don't run into full boss spawns that take longer than normal to plow through.

    It's either that, or it'd be nice for rest to get another recharge reduction, like it did before. Yes, I know you can slot rest for recharge, but that's as inane as slotting brawl.
  23. Quote:
    Originally Posted by Leandro View Post
    As I recall, it was Castle who said the powers system is designed and balanced around level 50, plus you don't want people having their purple IOs becoming obsolete. So, no, not gonna happen.
    Yea, Castle also said/had the intent to make pvp balanced and ****** that all up, so whats the big deal with letting him boost the level cap and making a royal mess out of that too?
  24. Quote:
    Originally Posted by DechsKaison View Post
    You do know that the streak breaker is skewed so that if you have 30% or more defense, a target has to miss 100 times in a row before the code activates? Even at 45% defense (best case), you will be hit 5% of the time, which means that you are likely to get hit by the 14th swing. The code won't take effect for another 76 swings, and if your target lasts that long, you're not doing something right.

    The code is there so that if you have a realistic chance to hit something, you will. If you don't have a realistic chance (20% or less) then the code won't really do anything unless you take the time to swing 100 times.

    http://wiki.cohtitan.com/wiki/Attack_Mechanics

    EDIT: The point I'm trying to make is that the streak breaker doesn't effect people with defense. If you hit 30% defense, the code does nothing.

    Not that I am against said "Purplebreaker." It would be nice that everyone have that inevitability of getting a purple, but it would still be ridiculously long time. Think grinding for Carnie Illusionist badge three times long. Would it really help? Probably not.

    EDIT EDIT: But really, it's arguably inevitable that you will get a purple anyway. Even if it were a .01% chance to drop, given time, it will happen. Think about casinos and the lottery. Odds are 100 million to one to win the lottery and around 30 million to one for most slot machine jackpots. They still happen.
    Actually no, it is not inevitable that you will get a drop if it's based off a chance. The only time this would be true is if we had an infinite amount of time to try to get one, then yes you would get one. Being that we can safely say that I, or you, or this game will not exist forever, then it is also safe to say that I can make a character and play him/her until this game expires and never get a drop simply because it's chance based.

    Anyways, yes I see what you're getting at. My idea, if implemented, would at the very least pull people away from AE with the notion that they have an 'increased' chance of getting purples. Yes it would probably be a rediculously long time, but at the very least I know I'm going to get something eventually instead of grinding out missions for a few days, coming up with ****, saying **** this, and going back to AE for tickets instead.
  25. Quote:
    Originally Posted by Futurias View Post
    The Vet program is only for Going Rogue (which I will probably qualify on all 3 levels!)

    i16 has no reward program for closed beta.
    I know

    Anyways, its reputedly been established that having lots of people makes too much "noise", and plenty of people point to issue 15 as an example. So why are they letting a **** load of people in now? You think they should use this criteria for future issues? Probably, will they? Probably not.

    Just saying if they're considering anyone who meets the criteria for the GR closed beta to be a "valuable" tester, then why aren't they valuable enough to shove into other closed betas?

    Then I remember this Thick and Thing ******** is just a marketing ploy, and everything makes sense and is right in the world again.