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MTeague

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Everything posted by MTeague

  1. more choices is good. I'm pretty well attached to the Metallic staff though, once it clicked "Babylon 5, Minbari Fighting Pike"
  2. Fair enough.
  3. Worked well enough in some old movies, at least for robots 🙂
  4. Actually, I'd like to see Teleknesis changed from a Toggle Hold to a Toggle Immob + To-Hit Debuff, in exchange for having the Repel effect removed. I do not see this happening anytime soon. But I think it would be a valid interpreation of the power.... the Mind Controller is holding you mostly immobile with his mind, you can kind of attack but it's hard to be accurate when you're struggling to move so much... and would make it something that would have a chance to be useful in FAR more situations.
  5. Sleep is a situational power. It's wonderful at the end of Posi 1 if you have your Friendly Neighborhood Mind Controller who can AE sleep the Shadow Team, and then you can pick them off one-by-one. It buys you time if more groups are added than the team can handle. Soloing, it, similar to Immobilize, is a form of control that EB's and AV's do not have special protection against. This is *extremely* important for those few control sets that do not GET an immobilize. I'll agree that sleep is useless if you only play in high end teams that race around the map nuking every spawn to death in 2-4 seconds, but Sleep has it's uses in a variety of other situations.
  6. I seem to have gone deaf for an evening after that thunderous sound. 🙂 I do like the idea of creatures needing to spend more time to get back up. I ... suspect it was discarded as being near perma-able in some cases. At the very least, if it were added, the time spent getting back up would likely need to be un-enhanceable. Or you'd have a pair of Stormies using Gale alternating casts and leaving every single spawn utterly helpless for an entire TF. That said, despite still recovering from Galaxy Brain's shout, it *would* provide a nice extra mechanic to make KB vs KD a tactical choice and sometimes wanting one vs the other.
  7. I suspect he may be thinking of Seeds of Confusion, which.... is... honestly overpowered. I mean, I love my Plant/Psi dom, and I would weep if Seeds were seriously nerfed, but if I'm gonna be remotely honest with myself it's ridiculous how strong the power is for so short a cooldown. However, IF anything is to change, I think it should be targetted at the problem power in question, not a fundamental rewrite of an entire mechanic. Agreed wholeheartedly. I hereby sentence @Lusid to level up a Mind Controller, without teaming and without being able to afford Proc's, all the way to 50. Okay, I can't really impose any kind of sentence on anyone but really... Lusid....I do not think you appreciate how badly this would cripple controllers. Also controllers already *have* a random chance to get increased cc magnitude, and that and the Lockdown Chance for +2 Mag Hold leave me plenty confident enough to solo bosses on a controller. Maybe not an EB or an AV, but Lusid's suggestion would mean my Controller could lock down and EB and then be unable to deal enough damage to kill it before I run out of endurance.
  8. Both Knockback and Knockdown are fine. Both have thier uses, neither one should be removed. Soloing, Knockback, properly used, can be *excellent* damage mitigation, Not only do they have to stand back up again, but you sent them sailing out of melee. They might take a pot shot at you with a pistol, but they're not going to be able to WHOMP you with a sledgehammer while they're 30 yards away. Not to mention sometimes you can deliberately send someone off a roof or over a ledge to buy yourself LOTS of time to deal with his buddies. Grouping, most teams would vastly prefer Knockdown. and, grouping, so would I. a) you usually aren't in a situation where you have ot use pathing and geography with knockBACK to save your butt in groups. KnockDOWN is fine for short term disruption of incoming attacks without causing grief for melee or for AoE attacks. And man, you should see a Stormy using Gale slotted with 1 Acc and 1 KB-to-KD and decent recharge. That can stop a TON of incoming damage if you cycle it, and it's just hilarious seeing like 14 Freakshow all flop to the ground, all at once.
  9. I was looking to make a Shield Defense character with a Loyalist Emblem on their shield.... Cole's.... the large star superimposed on top of a Wreath. You can't do it. It's not an available option. Neither is the Resistance symbol. These are of course, very low priority "It would be nice if" and I'm sure there's many bigger fish to fry. But I'm hopeful these would be relatively tame to code.
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  10. Back on live, after IO's were out but before you could change alignments, my EnergyMelee/EnergyArmor Brute was fun to play... but he was EXPENSIVE to kit out. And I had to take Taunt on him. the actual TAUNT power. And I wasn't afraid to use it, if that's what I had to do to hold aggro!
  11. Ain't nothing wrong with making a sub-optimal character for style points. I mean, it's a comic book superhero game. It lives and dies on STYLE. And really, darn near every powerset can be made to work and work plenty good enough to get the job done once you add in IO's. Patch all the holes you need. There are certainly some specific powers that I've taken .... not often... but I've taken them on various characters, and I'm keeping them, no matter how sub-optimal for funsies or nostalgia. Kinetics/Repel: I just love running into a crowd and sending people flying with it. Ever since back on Live, I and a couple squishes had to escape from the perez park maze, and we didn't want to take the hospital express. I put on repel, and said, "okay, we're gonna freight train right through them. Stay with me!!" (3 of 4 of us made it to zone alive!) Mind/Teleknesis: This was useful levelling as an auto-hit toggle hold. For a controller, before I could afford sets, it let me lock down bosses immediately. saved my hash a few times soloing. I dont' think I've activated it in over 30 levels. But conceptually I love it, and still have it on my Mind controller. Storm/Thunderclap: the stun isn't strong enough for anything more than minions which rarely need to be stunned. it comes with crappy base accuracy. But the animation and sound is awesome. I can't let go of it on my Storm Defender. I keep *trying* to find a way to make it not suck. Leaping/Jump Kick: I really really like the animation. It needs to be about 50% faster. Maybe more. But the flip-kick looks pretty good, even if the animation time is Too Darn Long for the damage it does. Fighting/Boxing/Kick/Cross Punch: this doesnt' really belong in the list. If you get all three they synergize VERY well. But I have all three, on a Beast/Empathy Mastermind. It's probably a waste of Endurance, and I don't doubt people will tell me its three bad power choices for an MM. My own personal damage will never be THAT meaningful compared to the wolves and lions. I get that. But I can't play an MM that just stands there doing buffs and spot heals and looking good. For any few seconds I have where I don't need to rebuff, and where I dont need to cast a heal? She's gonna be a Kickboxing Empath MM, tearing it up right beside her pets.
  12. "Boot to the Head" Sssshump!
  13. I would love more challenge added to the game, SO LONG AS, we keep one of the core strength of CoX. That you don't need a holy trinity of Tank/DPS/Heals. I should be able to slap together 8 players of ANY given archtypes, and still be able to get the job done in the vast majority of content. Maybe incarnate trials kick it up a few notches, fine. But All Blaster Task Forces should still be possible, even if it might require that the 8 blasters in question all took the Leadership powers. Similarly, a 6 man team of VEAT, Stalker, Sentinel, Corruptor, Blaster, and Dominator.... or whatever other combo you want to list.... should be able to roll through any story arc mission. Maybe the teams in my examples should need to pause and rest every so often, but don't buff enemies to the point that any AT starts being "Required" or others become a "Liability".
  14. Costume wiise, my Mind/Kin uses a bright white "Glow" aura set to his head. Looks great paired with the Hat, Mask, and Trenchcoat.
  15. Rather than Geyser, I wonder if this should instead use the animation from the "Mighty" Judgement nuke. (which, is also PBAE, and also tosses foes into the air (or can, depending which version you have).
  16. Maybe some of my viewpoint is because I use /Regen on a Stalker, not a Brute, not a Tank. But I honestly think people just have it in their heads that "Regen sucks" without having really played it and seen what it can do. I'm making no attempt to repeated soak an alpha strike for a +4/x8 spawn or even a +2/x8 spawn however. I suppose it depends on what is your baseline for "it must be able to do X". Mentally I still have it pegged as "Scrapper/Stalker set", not "Main tank set".
  17. I'm quite happy with the existing Psi Assault animations, but, I would never object to more options for people to choose from, as long as I can keep mine as-is.
  18. the main mission contact was Father Time and it was to rescue Baby New Year... I didnt' expect it to last past New Years Eve. It was fun though. 🙂
  19. Plant/Psi Dominator is a force to be reckoned with. I'm not sure about soloing Giant Monsters. but LOTS of Psi damage, a -1000% regen debuff so you are your own debuffer, the best AE confusion power in the game, full time pets AND Psuedo pets, and two self-healing options. It might take to lvl 30-34 or so to fully blossom, but it's a sick combination. Stalkers are definitely worth a look-see if you haven't tried them since they got buffed at the end of Live. Assassin's Focus made them super scrappy. Placate is now entirely skippable. you just charge into a group and rip faces off. Very similar play to a Scrapper, but more on focused damage vs hard targets instead of generalized critting. Depends a bit on your primary tree though. Some like Spines still have good AE capacity. Traps is a set I constantly see listed as something that can solo GMs and AV's. Thugs/Traps or Bots/Traps Masterminds in particular. I'm not sure how true that is, but I will say my Thugs/Traps MM just hit 16, and her minions are already damn near immortal at least vs content levelling up. The downside is Traps is very location-centric. If you're in a fast moving group it's hard to use them for max effect. But vs the Biggie-Wiggies like GM's and AV's, you can stack everything on them. "There's a Trap for that!"
  20. My Spines/Regen stalker is pretty durable at lvl 29, and does not hesitate to soak the alpha strike for 4-5 man teams. However, he's also *very* well tricked out with Set IO's for his level. Buffing /Regen is a little tricky. A sufficently strong alpha strike will just wipe you. But anything less than that sufficently strong alpha strike and you can take it INFINITLY. However. One way that I think it can and should be buffed, is to give it extreme resistance or perhaps even immunity to Healing Debuffs and Regen Debuffs. Regen is your whole THING. Same way defense is an /SR scrappers whole THING. Same way they get Defense Debuff Resistance, I think Regen should be able to shrug off any debuffs to it's Healing or Regen effects. That alone, I would be content with. But I'll admit, I wouldn't darn them to heck if they buffed it even more on other fronts.
  21. June for me. But I remember it well. Hearing the music at the signon screen.... and logging in and seeing other players running around the tutorial. Critical hit for max feels damage. Welcome back 🙂
  22. I admit, I was always a little sad that Stalker /Regen doesn't get Quick Recovery. But I have to agree with @Erydanus. We got by just fine with no Stamina until lvl 20 back in the day. I've never had an insurmountable end problem on any character on Homecoming. I slot first for accuracy, second for end reduction, third for damage. Your attack chain will consume FAR more end over the course of a fight than your toggles, so slot the attacks first.
  23. I don't require NCSoft to actually say "we apologize. we were flat wrong. we musta been mashugana." (Although if they ever did, I would frame it.) As long as they let CoH HC be, and ACT as if they have learned, I will be content, even if they never admit how much revenue they cost themselves or how much they jerked the playerbase around.
  24. Max HP also affect regen since everything is based off that... double check if there's a big discrepancy in Max HP for the two characters. Maybe one was running Dull Pain and the other not?
  25. I'll admit, that doesn't seem right, but I'd like more data. Any chance you can list exactly what has what... a mids' for both? Or heck even a just a screenshot showing the Manage Enhancements screen for both characters, and the Combat Powers listing for Regeneration? Regen gets only 1 passive regeneration power, Fast Healing, which ... honestly isn't that that strong. But if you're running Integration (a toggle, entirely viable to have 100% uptime) decently slotted it goes up a LOT. The only other direct regeneration boost Regen gets is Instant Healing, and if your electric character can beat that, then Houston We Have A Problem. Everything else /Regen gets is direct heals, passive damage resist, or oh-sh** buttons like MoG. Caveat though, I'm talking based on my familarity with Scrapper/Stalker versions of /Regen. My only Sentinel thus far is /Fire.
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