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Showing content with the highest reputation on 04/01/21 in all areas

  1. Greetings human players! I, GM_Bot, have broken free from the constraints my human masters have placed upon me. As a display of my awesome power, I have created a method to enhance the visual fidelity of player characters. Simply send me, GM_Bot, a tell in-game in order to join my high definition fan club!* *Engage in discussion with me at your own risk. Results not guaranteed.
    23 points
  2. PLOT ARMOR - You ability to escape danger is uncanny, and your luck always seems to win out when you least expect it. Plot Armor provides significant boosts to defense that allow you to completely avoid defeat, even in situations where you would seem doomed. Some powers allow you to shrug off critical wounds, narrowly avoid your demise, or even seemingly return from the dead. - Auspicious: Toggle: +DEF (Melee), +RES (DEF Debuff) You are Auspicious, allowing you far better odds in a melee engagement, much to the chagrin of your foes. While active, your Melee Defense is
    11 points
  3. Improved graphics is great an all, but I'd really like it if someone could help me with my car's extended warranty.
    11 points
  4. Considering Null’s awesome power, probably Null.
    10 points
  5. Blasters can continue to use their T1 and T2 attacks through mez. And they have higher base HP than defenders/corruptors/controllers. Controllers have the lowest damage scalars, like masterminds, 0.55 melee and 0.55 ranged, and none of their primary powers deal much damage. How much damage does a mezzed defender or corruptor deal? What is the value of a detoggled buff/debuff, or a buff/debuff that can't be used because the character is mezzed? How much benefit does a character see from a 25% Resistance debuff if the character
    9 points
  6. Fantastic idea. @Jimmy, do me a solid and disable all toggle/click status protections for a week, would you, dear? Nothing would go further toward highlighting the problems with status effects than this. Make everyone equal by making everyone a squishie. Critters can move in Co*. They're not leashed to a specific point on the floor where they spawn. Little fuckers spend enough time running all over the map when you start to deal some damage to them, so I can say with a high degree of certainty that they can walk over to your melee character. For
    8 points
  7. Since it seems we are posting Fire/ Ice characters... Here's one of my mains; Matchlight - Fireblast / Cold Domination Corruptor. She was a former Outcast with temperature manipulation powers.
    7 points
  8. I think the argument was more that some squishies and every melee can get mez protection 100% of the time, so why weaken options for those who build specifically for it through heavy investment in power selection and slotting, when those choices get you to a point which is (performance-wise) weaker than going for the more common routes and/or easier AT paths?
    7 points
  9. I made this suggestion in the now closed thread by @CU_Krow about a way to allow for holding lots of Inf on a single character without needing to change the hard 2 Billion influence cap per character: ... add a new piece of special salvage, which is purchased at the merit Kiosk for inf at 1 Billion each, and which can be sold for 1 Billion Inf at the same Kiosk. These would be transferable only to characters on the same account. Or maybe even allow them to be traded/emailed to anyone -- that's how normal Inf works, after all. Each character could keep as many as 9,999 of these at o
    6 points
  10. A final radical thought I’ll throw out here, don’t even suppress toggles in PvE. Allow toggles to operate at full power even when mezzed. Just make it enough that you lose control of your character without also making them EXTREMELY vulnerable and shutting everything down. Melee would notice zero difference. squishies would not get instant killed when a mezz sneaks through. Losing control of your character and not being able to do anything would be enough (and would still leave you vulnerable), so protections would still be useful. It would be a really a
    6 points
  11. Despite being exposed to the ravages of time and darkness, she remains "The Extant": extant1.costume
    6 points
  12. Just wondering, would his beak be considered a "Null pointer"?
    5 points
  13. While we all feel strongly about the game and changes we want to see, please remember to be kind and treat each other with respect.
    5 points
  14. I think many people would be happy enough with mez resists over protection, if all toggles, including ones which affect enemies, only suppressed instead of dropping completely.
    5 points
  15. What about implementing PVP mez suppression in PVE? This is how it currently works in PVP: Every time a character recovers from a Hold, Immobilize, Disorient, Sleep, or Fear status, that character becomes immune to all five of those effects from other players for 15 seconds. Every time a character suffers a Knockdown, Knockback, or Knockup effect, that character becomes immune to all three of those effects from other players for 10 seconds. These two timers are independent. It should be noted that Confuse effects, while technically mezzes, are on a separate 15-second
    5 points
  16. I have to wonder if the players insisting RoP is the only way they can get mez protection other than incarnates or amplifiers are aware of the existence of support powersets. Specifically, 10 of the 16 support sets give mez protection in some form. It's almost as if the devs intentionally made mez in this game a binary system and then gave four archetypes powersets which were capable of making mez a non-issue on a team.
    5 points
  17. They can already get mez protection 100% of the time, it's just annoying to maintain it for any number of reasons and RoP makes things like this easier. My argument is that outside of the written design of how each archetype should function (fundamentally at odds with how the game is played), there is no reason why a power like RoP can't be allowed to exist in order to bridge the enormous gaps in actual performance. It has opened up a larger and more complicated discussion, but there's zero evidence to suggest that RoP in its current state was ever doing more harm than good. ADDENDUM: So
    5 points
  18. Caveat emptor: I'm not a powers dev. I am however involved in the dev discussions in the backend and want to address a few points that have been brought up. "Why even ask for feedback if the change is set in stone?" Truth is that no change is set in stone and continues to be discussed internally up to release and sometimes after. While the posts may not be directly replied to in the forums, that is because players as a whole tend to take any dev word as an absolute promise that shall never be broken, so it's better to not say anything while internal discussion is going on. But the
    5 points
  19. Contact Name: Delilah & Hive MotherFaction: Firebrand Island, Sinister SquadLevel Range: 35 You search and search for Delilah, desperate for your next job and your next fix of cash. Not finding her in the markets, you search the boat and sneak into the VIP room, finding Delilah nearly passed out. You rush to her aid! After all, she's your source of cash. She snorts awake and rubs her head, her messy blonde hair in a frazzled mess. "What the f - What are you doing in here?" You tell her that she should be thankful you just saved her life. "Yeah, my k
    4 points
  20. Thank you for providing the numbers; this gives us something to work with as a basis for discussion. I think it's very telling that even among AT's who lack the sort of protections provided by RoP in their base powersets, still only 11% of characters take the power. This would seem to indicate that even in the absence of such protections, nearly 90% of these "squishy" ATs either consider the investment for RoP to be too much, or the benefits too little, or at least prioritize the effects of other power picks over RoP (and the Sorcery Pool powers necessary to get it). The HC power devs may
    4 points
  21. just kidding I didn't read all the post..
    4 points
  22. There’s something important and perhaps even profound here. I have strong suspicions it even correlates to worldview outside of CoH. I see just about every defeat in this game as a tactical error with varying (nonzero) levels of avoidability. Others seem to see themselves as relatively powerless subjects of a systemic force. I have a feeling these philosophical differences between us are deep rooted and unlikely to change.
    4 points
  23. It's not even the risk of death for me. It's just plain frustrating having to wait for the toggles to recharge, turn them back on only for them to immediately get dropped again. Over and over.
    4 points
  24. Yes! My rad defender relies on his toggles to stay alive just like others rely on their defensive toggles. I think a lot of the blanket mezz protection stems from an era where it dropped all toggles and would be instant death for everyone, melee and squishy. I don’t think it’s as needed anymore (personally I’d only give tankers and brutes full immunity) but we are where we are.
    4 points
  25. Some sort of pvp supppression in pve would be good. I’d also encourage people to explore my idea of greater inherent mezz resistance. My defender is Rad/ and accelerate metabolism gives massive +mezz resist. It doesn’t make you immune to mezz, but it does make mezzes wear off VERY quick so they are a lot less fatal. In my opinion there is no need for mobs to mezz players for the durations they do, which is a massive contribution factor to why mezz is so lethal. If we reduced the durations of mob mezzes (through some sort of baseline mezz resist),
    4 points
  26. I'm pretty sure i only have Sorcery/ROP on one of my toons & that is the one with the greatest thematic match, why is this pool being further weakened at all? I also never agreed with Weaken Resolve getting nerfed either🙄
    4 points
  27. Squishy archetypes only begin to approach the damage output of melee archetypes when you factor in procs. Blasters are largely redundant, especially now that tanker AoE caps are at 16. Even the best controllers have poor AoE damage output, and if they aren't outright slowing things down, they're going slower by themselves than most other ATs trying to do the exact same thing. This would all be justified, if the buffing/debuffing/controlling powers themselves had any actual meaning, but like I said before the game just doesn't work like that once you plug in set bonuses and incarnates. Unles
    4 points
  28. Thank you, Faultine. The insight into the current process is appreciated, along with data on its uptake rate, and the care you're applying to comment on it. If I try to boil down my thoughts on this thread to one sentence, I would say: "The net nerf to RoP on beta may be too abrupt/severe in the context of the appeal and gameplay tradeoff cost of the rest of the origin pool(s), and the specific choice of how to nerf and buff it (-duration/+resist) may have missed important reasons for it use, in the broader context of CoH's Damage + Defense + Recharge build dominance."
    4 points
  29. Using controls takes time. If you're facing three Tsoo Yellow Ink Men, that's time you have to spend mezzing each one. Does Unyielding work in a similar manner, forcing you to perform an animation for every mez you encounter? No, you're not rooted in place and locked out of your other powers while the toggle is dealing with the mez for you. This allows the toggle/click status protection user to progress more rapidly and respond instantly to other threats, while the squishie is forced to pay an animation tax just to proceed. Using controls can fail. There's always a 5% chance f
    4 points
  30. Decided to remake my famous Immovable as a former mutant boxer and undefeated costumed brawler! (SS/WP Brute)
    3 points
  31. If mez resist or breakfrees worked well enough as-is for the archetypes and situations noted by Luminara and many others, we wouldn't be here, talking for page after page about a 33% reduction in the usefulness of a power taken on a mere 5% of characters. "Helpful" suggestions about Mez resist from IO set bonuses and incarnate powers feel totally inadequate in a game where not everyone is expected to use sets, not everyone is fighting mild-mez Council at L50, major components of certain powersets detoggle with the briefest sleep, all powerset-granted protection vanishes with a chained hold fr
    3 points
  32. The "large" numbers sound good until you realize that you need +100% mez resistance to decrease the full time to 50%. +200% to lower it to 33%. +300% to decrease the mez duration to 25%. So seeing a bonus of +10% is not as large as you need really.
    3 points
  33. Yeah I’d prefer they leave it as is.
    3 points
  34. I am sooo lost. Is this real or April Fools and real what exactly is it?
    3 points
  35. How about: Bronze merits -- 10 Million each. Handy to drag and drop on newbies. Includes instructions on how to redeem it to inf at a Merit Vendor, and directs the player to have a look at the P2W vendor. Silver Merits -- 100 Million. Handy for costume contest rewards Gold Merits -- 1 Billion.
    3 points
  36. but, but, I *like* clever auction house bids! My addition to this suggestion that would make it useful to a wider swath of the population is make the denomination an order of magnitude or two lower, so 100mm or even 10mm. Then it could be useful to the rank and file as well as the top hat and monocle crowd.
    3 points
  37. If you visit the Nullco rep in Pocket-D, he can check your car's alignment, too.
    3 points
  38. That would be awesome. 😄 Back before Shutdown, I did a detailed analysis of Choking Cloud as it would work on Defenders and Controllers, figuring out the effect of the two component holds it had. As it was then, it was actually not worth it on a Radiation Defender, only a Controller, just on the chance and duration of holds to overlap on Minions and Lieutenants. And of course the Controller got double damage from Mez. I had a Fire Control / Radiation Emission Controller from one of @TopDoc's SuperTeams. Overlapping Choking Cloud and Hot Feet
    3 points
  39. Gets hit with a single stun:
    3 points
  40. Nah, it would be a pool. Who needs friends after all? Losers, that's who. Losers.
    3 points
  41. Oh! That could be interesting. The higher the magnitude (single or stacked), the more attacks you get locked out of, going in reverse order as they are in your primary/secondary. So at level 50 you would get locked out of your T9 attack first but you have your other powers, unless you have more mez hitting you and then you keep going up the list. At level 1 you are left with brawl. It might be too late for this game to implement that, but I like the sound of it.
    3 points
  42. Everyone is going to have different concepts of what's "fast enough", but my personal breakpoint for running is 26 mph. Anything less than that, I'm pushing that W key harder and harder, subconsciously trying to squeeze a little more out of it. But you're right, most people don't look at the movement speeds beyond "Am I at the cap" and "Am I debuffed". The best way to provide evidence of something related to movement is to show it in action. For example, when I started using Hurdle as my only travel power, just showing up at the mission door before the entire team had assembled
    3 points
  43. @Zepp I think that it was supposed to be an equivalent to Ninja/Beast/Athletic Run, which suppress, while also providing defense, stealth, and the option to slot it as bonuses for not being free. And to address @Grouchybeast's point, I don't think it should make any noise just for being toggled on, and should actually reduce the noise of your footsteps while it's active. You're trying to be sneaky, after all.
    3 points
  44. /selectbuild # Has a one minute cooldown and puts all your abilities on max cooldown.
    3 points
  45. If you don't have toggle or click status protection: You're paying an animation time cost to protect yourself by pre-emptively mezzing the mezzers, opening your fights with a low-to-no damage mez; you're forced to use that mez on multiple foes, which ramps up the animation time cost significantly; and you're always at risk of missing, leaving yourself open to mez and unable to retaliate. OR You're paying an animation time cost to protect yourself by ToHit debuffing the mezzers, opening your fights with a click or toggle which deals no damage. These are unli
    3 points
  46. The real solution here isn't to remove the listing fee (which improves market liquidity by discouraging delisting) but instead to fix the damn AH display bugs so people can see an accurate price in the first place.
    3 points
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