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General Idiot

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Everything posted by General Idiot

  1. The Aegis unique is the only way to get both in one IO though. It's also worth noting that if you're chasing psi resist nothing stops you slotting Aegis and Impervium Armor in the same power.
  2. Personally if I were going to rework the Teleport pool I'd do three things: Combine Recall Friend and Teleport Foe into one Teleport Other power, that activates as either depending on friend or foe targeted. There's nothing really wrong with either of those as they currently are, but combining them would be a relatively easy way to free up space in the pool so it doesn't have to be the only pool in the game with six powers. Add a Combat Teleport power in that now vacant space, mechanically a straight up clone of Jaunt but with different visual FX matching the rest of the pool. So people who want the in combat teleport with quick animation and no hover can take that, and people who want the no cooldown teleport with hover for travelling can take that. And people who'd like both can take both. Add all zones plus options for base and current mission to Long Range Teleport. Because a power that you're dedicating three slots in your build to get should not be outclassed by P2W powers everyone can have. The only problems there are that Teleport Other would have range issues since as I understand it a power that redirects like that would have to can't have it's range varied based on which it's going to redirect to (Likely because the range check to activate the power at all happens before the redirect is decided), and I'm not sure you can have normal zones and dynamic options for bases and missions on the same menu for Long Range Teleport - though the same code that pulls current team missions for 'Board Transit' missions could possibly be reused since I think the LRT menu is the same one the normal trains pull up, just activated differently. That doesn't solve the issue of bases though. The alternative is to make Long Range Teleport grant several powers in the style of Dual Pistols or Staff Fighting, one for each function.
  3. The problem there is that any enhancement to a resistance buff or debuff would also enhance the power's damage as well, due to the slightly wonky way those two stats are coded in relation to each other. This is why no resistance debuff in the game is enhanceable. Damage buffs are unenhanceable for the same reason. If sonic blast is underperforming, then buff sonic blast. IOs will not solve a problem specific to one power set. Also since when does fire blast have problems? Unless something's changed a lot since the last time I saw someone run the numbers on it, fire has the best aoe of all blaster primaries and isn't too shabby at single target either. I'd really like to see your math as to why it's underpowered.
  4. Ice hockey stick for staff, and the smaller field hockey stick for war mace?
  5. This might be terrible or it might not but it's been floating around my head demanding to be posted for a week so here we are. First off, a quick history lesson for those of you who didn't play on live. Back in Issue 15, Dominators got a massive revamp. Before that, their inherent power of Domination used to additionally give a damage buff. Their base damage was much lower than it is today, to account for that buff. In Issue 15 this was changed so Domination gives only the control buff it currently does, and the base damage of the whole archetype was increased by the same 80% the Domination buff used to apply. What's any of that got to do with Sentinels? Well, part of the stated reasoning at the time for the changes to Domination was that the damage buff created a very 'Jeckyll and Hyde' feel for the AT as a whole. When Domination was active you felt powerful and awesome, but when it wasn't you felt weak and underpowered, because the AT was balanced around the power it had with the buff active. Which brings us back to Sentinels. Currently as it stands, the Sentinel AT has much the same on or off feeling. To a lesser degree than Dominators used to, plus without the additional factor of IOs severely affecting the AT's balance since Opportunity has a fixed uptime that can't really be improved. But they do. With Offensive Opportunity active, their damage feels as powerful as an AT with slightly worse than scrapper defenses should. With Defensive Opportunity active they're much harder to kill, plus have a smaller damage increase from the debuff both opportunities place. But without, they're ultimately a scrapper with no criticals, less damage and worse defenses. The range advantage, while always given such a valued place in balancing ATs, doesn't really make up the difference. So, here's my idea. Remove the triggered Opportunities outright. Instead, give the sentinel AT two inherent toggle powers, labelled Offensive Focus and Defensive Focus. With neither toggle active, you're considered to be in a support focus. All offensive powers will place a small non-stacking resistance debuff on the enemy as they currently do, plus trigger a heal similar to the current Defensive Opportunity. But rather than just healing yourself, single target powers instead heal the lowest health nearby ally, using the same smart heal logic the recently added Electric Affinity set uses. AoE powers heal in a PBAoE, for lower numbers but hitting everyone nearby. So as you're blasting fools you're also healing and debuffing, perhaps living up to the AT's name a little more than either Opportunity does currently. With Offensive Focus active, you lose the debuff and the heal on every attack and instead gain bonus damage, the same as the current Offensive Opportunity though possibly less of a bonus to remain balanced since this you can have active all the time if you so wish instead of being limited duration. However you wouldn't get the resistance debuffs the current Opportunity has, so it may balance out even if the bonus damage is left the same. With Defensive Focus active, you lose the debuff and heals, instead gaining increased effects from your secondary powers - numbers becoming somewhere between scrappers and tanks. Plus, you gain an inherent taunt on all your attacks with the same mechanics as Brute punchvoke - anything that takes accuracy will taunt. You'll note I haven't specified numbers on any of that. All of those would of course be subject to balancing by the devs making the changes, though I would argue that the current Sentinel should really only be used as a baseline if considering the numbers it puts out with Opportunity active. Thus, you have an AT with three distinct modes - kind of like how Kheldians do, but without the specific aesthetic alongside it. You have the option, retaining the idea of the choice that the current Opportunity uses, of being either damage with team support, damage with more damage or damage with aggro. You won't be as effective as a dedicated AT at any of those roles, but you'd have the option to provide more support or tanking if the team needs it or just keep blasting. And you wouldn't have the 10-15 seconds of being so much weaker between Opportunities.
  6. In the very original prelaunch alpha version of CoH, origins did matter. They determined how many powers you got and how many enhancement slots you could put into them, rather than everyone getting the same. There's a video on youtube somewhere of a demonstration they gave at some convention or other where they talk about it - my search-fu isn't strong enough to find that on demand but I distinctly remember them saying mutant characters had less variety of powers but the ones they did have were stronger, for example. But the devs deemed this not terribly fun and also even more of a nightmare to balance than this game already is, so it was changed to the current system of everyone getting equal numbers of things and origins being mostly just flavor text, before the game even made it to beta. It wasn't an unimplemented system. They got far enough into it to realise they didn't like it.
  7. The problem is what to put in the area the boots would otherwise have covered. There's no leg model under there that's being covered up by the boots like there is in some other games. So any short boot costume pieces would need to include part of the leg as well as part of their model, which limits the usefulness of such pieces dramatically. We'd end up with a similar thing to the various short glove options where you're stuck with bare skin, making them less usable if your character happens to have scales or fur or whatever else on the rest of their body. That's not necessarily an argument against doing it at all, but it does vastly increase the amount of work required if you want such pieces to match up with whatever piece you're using instead of having only skin and maybe tights as options.
  8. As i understand it that's a technical limitation. The build swap isn't capable of remembering active cooldowns or of differentiating between one power or category of powers and another, it can only set everything to recharged or on cooldown for the full duration. Back when there was a 15 minute cooldown on swapping builds and you had to do it at a trainer having everything recharged made sense, but once it was made available via slash command and the cooldown removed, having it recharge everything would be too abusable for free recharges of long cooldown powers. Old school perma elude, just /selectbuild every three minutes. Thus it puts everything on cooldown.
  9. Specifically, the auction house is coded in such a way that viewing any part of it requires the mapserver loading the entire auction database into memory. (For the more technical minded, the problem is that the auction database is not a database at all but instead is just a huge chunk of plain text, as i understand it.) And this is true of each individual mapserver. Every city zone, every hazard zone, etc are all unique instances that must maintain unique copies of all that data plus keep it synchronized with all the others. As you might imagine this chews up a significant amount of memory on the server. In the beginning that wasn't a problem because the auction houses were only available in certain specific zones, so the original devs likely didn't consider it a drawback worth the effort to fix. And then came /ah and now every zone had to load the auction data. And having it in city zones where a whole bunch of players in the zone can access the one copy held by that particular mapserver is bad enough. Allowing it in bases would mean the base instances have to have copies as well, often for just a single player at any given moment. It would cause the server as a whole to gobble vastly more memory than it needs to, thus it's restricted to open zones only. As for it being disabled in PvP zones, that's an entirely different can of worms. That was done specifically because the PvP types were holding inspirations in auction slots and claiming them mid-fight to gain an advantage. The old live devs deemed this unfair and thus put a stop to it. To the OP's actual suggestion, the answer is likely to forever be no. Or at least until time and resources are found to rebuild the auction house system to not have such ridiculous memory requirements. To anyone else harboring the same desire, I understand. I do. Having /ah in bases would be cool. But posting this suggestion again and again will not change the avoid reasoning and the answer will stay the same, no matter how many times it's posted.
  10. Movement commands aren't a specific thing. Pet commands come in only two kinds, stances (Aggressive, defensive or passive) and orders (Attack, follow, goto or stay.) Giving a command in either category will always override any previously given command.
  11. Given the pseudopets are being rebuilt lately to inherit AT modifiers, I wonder is it possible for them to also inherit Containment, Criticals, Scourge and such from the caster? It'd fix a lot of issues controllers especially have.
  12. Swiped this to use for an Electric Affinity character when it's released.
  13. Doing /getglobalname on them will give you the player who has them. Maybe try sending an in game email asking nicely for them, it's worked more reliably for me in the past than posting here and hoping they're part of the actually pretty small percentage of players who actually read the forums. Good luck!
  14. That happened to me when I made a controller as well. I thought I might have accidentally reset it back to Heroic myself when I made the character because when I redid it in the tailor once in game it saved fine and persisted through a couple of tailor sessions at least. Possibly it only resets during character creation, but I would've thought those two interfaces would be running off the same code. CoH spaghetti code strikes again, perhaps.
  15. If you get rezzed in combat I suppose how long it takes to turn your toggles back on could be a balancing factor of some kind.
  16. If nothing else, Shinobi needs to be changed to be at least as good as the new Targeting Drone in Devices, and Lotus Drops needs it's recharge fixed. Personally I always suspected it was copy/pasted from the Sentinel epic pool version when they made the set, and they forgot to remove the doubled recharge all epic pools have. I love the Initiative idea though, it'd give the set its own unique identity beyond being a loose mashup of Katana and Ninjitsu. Seriously though, Targeting Drone gives a bigger buff plus has less than a third of the delay before the larger buff reactivates. What's up with that?
  17. Posi doesn't give defense though. So sure, if you just want recharge you're going to use Posi. But if you want both you might consider using this new set, depending on what else is in your build and whether you need more AoE defense or not. Which is fine in my opinion, a new set shouldn't automatically be the best option just because it's new. Also worth noting, on a primarily ranged character you frequently run into the issue of having too many powers with 6.25% recharge bonus sets as your only option for a recharge bonus. Kheldians especially, if they take nova form. Having a 5% bonus available in targeted aoes gives more flexibility in avoiding the rule of 5.
  18. And now in the latest build Jaunt has two seconds longer cooldown and is no longer affected by global recharge. Was it really that amazing a power that it needed hit with the nerf bat that hard? Given you have to be running an expensive travel power toggle as well to use it at all, and it already had a cooldown, AND it already had reduced range compared to normal teleport... no, I really don't think that nerf was in any way justified.
  19. The issue is the range difference, rather than anything else. I once suggested redoing the Kheldian shapeshift form powers to use the same powers as human form with different stats, with the same tech that powers things like Water Jet's conditional instant cast and Injection's different effects on friend or foe. The response was it'd almost be possible, but that tech doesn't allow different sub-powers within the same overall power to have different range limits. I would assume that's because the check of whether the target is in range happens before it decides which version of the power to use. So you'd either have Teleport Foe getting Recall's ten thousand foot range, or Recall dropping to 80 feet.
  20. In specific situations, perhaps. But remember it has no delay on movement but it -does- have a delay before using it again in the form of that 8 second recharge. It's not usable as a general purpose travel power for that reason, while normal teleport is. For its intended purpose as a travel power, Teleport does not underperform relative to Jaunt by any comparison I can think of. That Jaunt's lack of delay before moving is more useful in combat is perhaps a reason to look into buffing teleport with a similar function, but it's not a reason to nerf Jaunt any further than it already has been with the reduced range and recharge time.
  21. Jaunt has an 200 ft range (normal teleport and translocation are both 300) and an 8 second cooldown, both unenhanceable. I'm not sure what else could be done to nerf it without making it entirely useless, and I really don't think it needs to be.
  22. As I understand it the two Freeze Ray powers in Ice Blast were buffed specifically because of the i24 changes to sniper powers. Ice lacks a snipe and thus became noticeably weaker than some other sets, so it was buffed a little. The only other set I could see similar logic applying to would be Electric Blast, which is well known to be underpowered.
  23. Even just the transparency effect without actually giving stealth would be fine.
  24. I like that they kept it as it was with its own more unique identity but lessened the problems of ease of use that causes over a set and forget toggle with the longer duration and shorter animation. That's cool.
  25. I forgot to post this before but a possible bug with Corrosive Vial: If the targeted enemy dies the damage patch dies with them, but the graphical effect for it remains for the full duration. One or other of those is a bug, I assume.
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