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I don't have a quote, but it has come up many times before, and was explicitly said by one of the developers.
They didn't just forget not to put recipe storage in the bases.........and you are by far not the first to request it. This 'suggestion' is one of the more common ones. -
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The problem is too many people use the suggestions board as the complaint board. Very few people go through the time and effort to research actual workable suggestions.
Workable suggestions that can be implemented in the time the devs have takes a lot of work on the part of the user to put it into a framework that fits those logistics. -
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Yeah, it was a few issues back. I'm not seeing a meteoric rise in Doms, if that's what you are referring to, but over the course of that time, I am seeing an increase in Doms.
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Both. The most recent changes normalized their power. Not only did that help Doms (for most of the playerbase), but it also invited players to try them who had previously not liked the sway in power that old domination provided.
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Actually, the main game has gotten significantly easier than it once was, and only a portion has begun to catch back up.
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Quote:That stack could be dead without the blasters. The damage the other players are doing, alone, is sufficient (particularly since you made everything fire). Those 2-3 spots could be filled with virtually anything, because their primary role isn't in the amount of damage they produce above average, it is simply in the fact they're doing damage. Even an average damage producer with that kind of debuff is amazing. It's the multiplicative nature of debuffs that is making it amazing.You clearly don't understand high end performance of ATs or stacked teams. Blasters (especially when they're fire blasters)on teams with large amounts of buffs and debuffs are nothing short of amazing, their large damage mods make better use of the buffs and debuffs floating around than most other ATs can.
1 Fire/Kin Corr, 3-4 Fire/Cold Corrs, 2-3 Fire Blasters, and 1-2 Fire(or DM or Elec)/Shield Scrappers is basically the most stacked and effective team composition currently in CoH. Blasters are no where near useless, if you have any interest at all in destroying content.
More concerning, is that Tanks and Khelds really aren't needed for anything in this game, anything they can do can be done more effectively by another AT.
That added Blaster(s) isn't speeding you up nearly as much as you think, even with you hand selecting Fire Blasters for these purposes. The fact you have 8 damage producers with a lot of debuff is already making it a steamroll team. Much of the damage production capability on your team is wasted in overrun.
I'll say it again, because you chose to ignore it: It's just part and parcel of an AT that primarily does one thing. The more you give other ATs that potential, the less relevant that AT becomes, even if that AT also gains in that area. As everyone's proficiency in something increases, the need for specialization decreases. -
Quote:We're going to find out. I'm certainly hoping you're right, but my gut feeling is that the issues will just exacerbate for some of the ATs whose weaknesses aren't as easily covered up by the benefits of incarnates.I dunno. If you're running around doing +0 content fighting your way through rikti on an LGTF to get shards, then yeah. You don't need much damage. You don't need much of anything really. It doesn't particularly matter what you take if you're going to bounce around on +0.
But for new incarnate content, +4 enemies and tough AVs with high resistance? Gimmicks where you need to inflict a certain amount of damage within a time limit? I can definitely see where you might want Blasters and why they won't be devalued. -
Quote:Damage is already the aspect in this game that becomes the most irrelevant the fastest, because you only need enough to kill, and no more does any good. Blasters are already amongst the most irrelevant ATs at the top end, because everyone else does damage, too. Get on a team with a few debuffers, and they don't need the blaster, at all.I don't see why you'd think that, considering that they will gain access to what everyone else has.
IE. If I've got 250 DPS on my blaster now, I'm doing roughly 50 additional DPS with the new slots, then I'm still valuable.
I'd say you have to think about the mechanics of the game. They're becoming more challenging as the Incarnate slots are coming along. Old content may on the other hand, need less of a class, but who's gonna care about our old content (in the level 50 playerbase) when we have new things to do?
It's just part and parcel of an AT that primarily does one thing. The more you give other ATs that potential, the less relevant that AT becomes, even if that AT also gains in that area. -
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Quote:It's also what temps and inspirations are for.Agreed. Though he may be harder than before, it's still possible to kill each clone before he fully regenerates, and repeat until he is eventually dead. I'll agree that not all toons will be able to accomplish this, but like Tyranny_NA said, that's what teams are for. If you want to do everything solo, then you should already be on a toon that can actually solo... so there should be no problem.
The tools are there for any solo toon to accomplish this, provided they've built to solo and provided they actually use those tools. Things like temp powers, empowerment buffs, and inspirations are all heavily neglected in this game, and often seen in a derogatory manner.
I will then. Every single combination in this game can easily be built to solo him, given the above. -
Quote:That depends entirely on which era of console gaming you are talking about.The thing with facing a challenge and then adjusting and wanting to take another go at it is that it's fine if it's a console game where you can lose and then immediately retry. A TF though where it takes anywhere from a half hour to two hours to get back to the same point - after being tied to the keyboard to the possible chagrin of your family for that time already - not as much.
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Quote:The devs learned long ago that soloists comprise a larger portion of the community than they originally thought. There has to be both a balance of rewards, and there's always going to be that incentive to team to drive the social aspect of the game.I dont post much on the forums as is obvious by my post count. But this thread has led me to some thoughts I thought worthy of leaving. There should indeed be soloable Incarnate activities for those who prefer playing alone. At the moment one can gather shards and create Alpha powers without doing any of the TFs or even a Rikti Raid as vanguard merits can be obtained by doing missions in the RWZ. So why one perceives that later updates of the game will not continue to include ways for soloists to play is a little confusing. It should not however be easy.
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It also seems to be working when exemplaring again, or at least it seemed to for me the other day. Honestly, it changes so much I can't keep track of how this proc works.
I do use two of them in the AOEs on an energy blaster and it is very nice in that setting because you can queue the powers together. -
This is a fairly new occurrence, and not isolated to any one server.
Frankly, it's because the game has gotten too easy, and everyone playing has become accustomed to that level of challenge.
Any challenge at all anymore, and in many cases that means just baseline performance rather than speeding, is seen as a negative. "Slogging through a TF" is simply not something players are accustomed to doing, and most really won't try very hard to do something that to them seems like a failure. It's all seen as a reward structure now, whereas in the past with no real rewards to speak of, you slogged through just to say you did so. -
Can't help but think the poor blasters are about to become even more irrelevant.
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You don't need two accounts or any other such nonsense.
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The biggest part of the problem in those days was that blasters were encouraged to get as close to death as possible to leverage the old defiance. Blasters, to this day, are still based on the philosophy that killing it quickly negates damage.
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Quote:The Master's runs, in particular, seem to have a sale on jackwagons. There are a few that like to run a lot of Master runs, and mostly just so they can stroke themselves.Recently a friend was going to hook me up with someone who was going to run a master STF. I needed the badge so I messaged the guy.
Me: Hi, I heard you're doing a MoSTF?
Him: What are you bringing?
Me: I have a widow with all the team buffs.
Him: Tell me when you're here.
Me: Do you have people signed on yet? I need to head to the market.
Him: Didn't you read my text in the channel?
Me: No, a friend told me about it.
Him: Just come on over.
Me: Do you have a source of +RES? I can stop and get oranges if not.
Him: How about you let me build the team?
Me: I just wanted to know whether to get inspirations.
Him: Either you want to come or you don't.
Me: Nevermind then!
You may get your badge out of it, but it'll be the least enjoyable experience you've had in the game in the process. -
That's how it goes with spending billions. They're almost never worth the price, particularly the ones going for in excess of a billion.
They're the BMW of the CoX world. Any car will get you there, but some do it with more style.
In this case, it was expressed pretty clearly that this was a price is no option build. I think everyone interested in MM's should sticky this thread, as it has several good examples, at different price ranges, on how to slot the AT. -
Quote:I said nothing about efficiency. The example was a dichotomy.With more AoE and a sturdy meatshield, a full team can usually herd more than one group and AoE the !@#$# out of them and be more efficient. This usually only applies to +0 or +1 level but with more buffs/debuffs, a full team can aoe +4 without much trouble.
Quote:A full team that fails to finish a tough TF is not because it lacks ST damage. It's because it lacks debuffs/buffs. If your team has decent debuffs/buffs, any Blast or Melee set can complete. You do not need Martial Art or Dark Melee to kill a hard boss. -
Quote:I've never seen a full team that couldn't finish a task due to lack of AOE, if for no other reason than it's 8 people swinging at stuff. I have, however, seen full teams fail at tasks for lacking the ability to generate enough ST damage.
I agree with the OP, AoE has always seemed a lot more epic for me than ST. Sure, both are useful, but other than for pure concept, it's pretty safe to admit that AoE is a lot more useful overall.
Take two people, one pure AoE and one pure ST. Not only does the AoE person contribute much more overall damage in a team setting, don't forget that he also does damage to the hard targets too. It may not be that much, but it's noticeable, and it adds up. Meanwhile, the ST damage person is doing ZERO damage to everything other than the one target he's attacking. -
Quote:Thor can knock back with the best of them.That video certainly shows a potential sub-plot of internal strife for the future Avenger's movie.
Thor - "By my father's beard Man of Iron, wouldst thou not kb mine enemies, for I hath herded them and thy kb doth scatter them to the four winds, away from the Odinson's aura of taunt."