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I use three Titanium Coatings - Resistance, Resistance/Endurance, and Resistance/Endurance/Recharge. At or about level 50, that'll give you the ED cap on resistance as well as a respectable amount of endurance reduction and recharge. Good 3-slot set bonuses (+HP is always nice - I'm a PvPer so it's vital and I end up using 3 Titanium Coatings in just about all my resist powers) and not too expensive.
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Quote:This is somewhat true, but adding color customization in the first place is likely (from a marketing/business standpoint) an effort to keep existing customers rather than an effort to attract new ones - I can't see it being more likely that Random MMO Player #1 sees that CoH is adding power customization and subbing then Random CoH Player #1 sees that they're adding power customization and deciding to resub for another month or three. After all, it's the existing playerbase that's been asking for power customization for years, not non-players. Unfortunately, power customization adds zero replayability factor - really, it's only there for show - and it's more like giving the house a new coat of paint than it is remodeling or building an addition. I'm not trying to downplay power customization, but in the grand scheme of things it's really not that big a deal.Agreed. Contrary to what I've heard from many of the die-hard farmers, the AE xp nerfs have actually benefited the game because now people are actually seeing more than one building in the one zone. Plus, as much as I've heard farmers talk down the importance and attractiveness of color customization, that's one of the primary draws of the game: cosmetics.
I'm also not sure why you felt the need to single out farmers as the ones who pass off power customization as "just another stupid feature" - some people like that ability, some couldn't care less. I'm a farmer, and I'm in the latter camp regarding power customization (I haven't changed a single existing alt and only one of my new characters has had their power colors changed), but the two aren't related. I simply care more about what my powers do than how they look.
The people that complained about the MA farming had a point - to an extent. "Oh, all anyone wants to do is run MA farms!" some might say. However, there seemed to be enough anti-farm sentiments around the forums that I'm honestly shocked no one though of teaming up with other non-MA users and running normal missions. I never had problems forming task forces when the MA farming was in full swing, so I'm not really sure what the big deal was. Nevertheless, the changes have been made, the nerfbat swung too far once again and the honest-to-goodness story writers have been complaining more than the farmers, and now we're settling back into a supposed normalcy (at least until the next set of changes comes along, whatever they might be). You might be seeing more new faces on your teams or task forces but that's simply people trickling out of the MA. Once the first week of I16 launch passed and people saw all the shinies, they seem to have wandered off, and I've seen less people even on Freedom than I saw at any time since I14 launched. -
*shrug* When I got into the I14 closed beta, I was one of the people that said "I don't think I'll do much with the MA, since I'm not really interested in stories, only XP and the like." I did make an arc or two during closed beta but so much changed between when I made the arc and when the issue actually launched, my arc was horribly broken and I didn't even know where to begin to fix it. Of course, many of the beta testers (myself included after I realized what was going on) pointed out that there was the potential for huge abuse of the system based on the launch parameters, but it went live anyways.
People farmed it. They farmed it a lot. Posi came out and said "You've been bad, and we're going to punish you, but we won't tell you what we're going to punish you for." Many people I knew had characters deleted and accounts temp banned - some legitimately, some accidentally. The resulting blowup on the forums caused a few people I play with to leave, and many of those haven't come back and probably never will. I think that's where it started to go downhill, really: following the mass deletions and temp bans (which, amazingly, some still say never happened), the MA population was stable, and high, but probably not as high as it was at I14 launch. Tweaks have been made since that time in an effort to stamp out the farming, but as is commonplace with this development team, the corrections probably went a step (or several steps) too far and again people just gave up.
I do think that people will continue to farm the MA, simply because it's convenient and usually offers superior rewards (though not quite as disproportionate as they were prior to I16). I don't think that most people who gave up on it at I16 launch will come back to it. -
Quote:You should send me your build, but with the prices of purples the way they are today I'm not sure if I'm wanting to change my existing build... I'd love to close that gap to the last 15% to the softcap though. >.>I run with stone for survivability too. I have mine soft capped for S&L, 63% resist and +77.5% recharge before hasten. It allowed me to farm +2 bosses spawned for 8 prior to i16 nerf. Aside from farming, running regular missions and task forces was a cake walk with the build.
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Psi especially, some of the endurance cost issues you're seeing are coming from the increased end cost of Mind Probe, Mental Blast, and especially PSW.
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Quote:I like the idea of damage being related to animation time, but not the idea of animation time being the only factor. In the current case you have issues where pool powers are sometimes superior to in-set powers and you have issues were tier 3 attacks (hello, Blaze, and Bitter Ice Blast) are actually worse in practice than the tier 1 and 2 attacks.Change powers back so animation time doesn't equal lots of damage.
*I'm looking at you flurry*
Needless to say I think that's a mistake that goes back to the beginning of the game, when the original developers didn't realize just how much an impact animation time would have on usage of powers. If it'd been done from the beginning for both PvE and PvP we might have a damage system that makes sense, but since it wasn't, we have what we've got now. -
*shrug* My PvP builds these days are usually focusing around +HP and +dam since those don't get DR'd too heavily, secondarily on +recharge, to about 40% where DR starts to really eat into it. In terms of a VEAT I'd also work ranged defense into the mix - I'm tooling around with a Stalker-hunting Bane that I might try when GR comes out, which has 65% ranged defense before DR, 55% damage bonus, 1650 HP, and will be perception-capped (enough to see a Stealth-capped Stalker at about 100 feet, versus 10 feet for other ATs). Only thing is it doesn't have Stamina but since its main goal will be to drop Stalkers out of hide so my teammates can clean up, I'm not seeing that as being a problem.
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Energize and Power Sink should get you along just fine, but it's a long road to Power Sink at 35 (slotted at 36 and 37).
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Depends if "nature" is Earth or Plant. Earth is above-average, Plant is bad. The I13 changes to mez and toggles (and then the I14 changes to pet recharge) hit Storm pretty hard - these days you're probably best pairing Mind, Fire, or Earth with Cold, Therm, or Rad.
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Only time things like this happen is when the market gets seeded with stuff, usually during closed betas. In the case of the I16 closed beta, we got 9999 merits instead, which was helpful for buying all the recipes we'd ever need, but didn't really help in the salvage department.
EDIT: 6666 posts! >:O -
Quote:^^ This one didn't actually read the thread, did he?So much of this thread could have been avoided if it was a simple "Hess and Katie TFs are bugged on live right now, here is what we encountered" post.
Instead we get a first post with a sarcastic attack title that is sure to get the forum PvPers worked up and on the defense. Then the first few posts from the people who were on said bugged TF constantly throwing out snide comments about lazy devs or undocumented changes just made the forum PvPers blood boil more.
You get more with sugar than with snark. -
Oh yeah, PvP travel suppression still triggers a -regen effect. Not sure how or why, but I don't see how travel suppression is in any way linked to regen. Let's get that removed, please, unless there's a good reason for it.
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Despite the recharge change in I14 which was supposed to fix pet AI issues such as the Bruiser's tendency to hang back at range and huck rocks, he's still kind of stupid and you often need to coax him into getting into melee. I'm still not happy about that change because now I've got a wasted slot with the Force Feedback proc, and my Soulbound Allegiance set is nothing more than really expensive set bonuses.
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From the MotD on live just now:
Quote:Issues with the Ernesto Hess and Katie Hannon Task Forces
Greetings Heroes and Villains!
The Ernesto Hess and Katie Hannon Task Forces currently have bugs that may prevent heroes from completing them. We will provide an update when those issues have been addressed.
We appreciate that this is an inconvenience and thank you for your patience with this matter! -
Hooray, another PvP bug!
* Mind Link and Fiery Embrace are still causing travel suppression after the patch from the 22nd.
* Defender Telekinesis still does repel against player targets.
* Arachnos Widow -> Indomitable Will still suppresses when mezzed, the other mez/KB protection toggles seem to have been fixed. -
Quote:Good to see... can anyone check to see if Mind Link and Fiery Embrace still cause suppression or will I have to actually fix my copy of test? >.>PVP
- Removed travel suppression from self buffing accolades. Including: Vanguard medal, Geas of the Kind Ones, Eye of the Magus, Demonic Aura, Megalomaniac, and Force of Nature.
- Scrapper - Super Reflexes - Practiced Brawler’s protection versus debuff effects should last the full 120 second duration.
- Stalker - Willpower - Mind over Body should no longer suppress resistances while in PVP zones.
- Stalker - Electric Armor - Charged Armor should no longer suppress resistances in PVP zones.
- Stalker - Electric Armor - Conductive Shield should no longer suppress resistances in PVP zones.
EDIT: They do. -
Might be able to make this one, hopefully I can get in the bids on the IOs my Brute needs from his respec.
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Welcome to the wonderful world of PvP, where in an attempt to make all the ATs exactly the same they basically turned you into a Blaster.
To answer your question, though, your mezzes won't last more than a few seconds at most against a player target, even at level 50. Sound unfair? It is. -