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EmperorSteele

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Everything posted by EmperorSteele

  1. 6 slots in the leadership abilities isn't gonna get you much. Between the low buff amounts, enhancement "schedules" and Enhancement Diversification, there's no way you're able to "use" 6-slots in most of those powers. For instance, Maneuvers. It's base Defense buff is +2.63%. A single level 50 Defense IO brings that up to 3.29% (so an extra +0.66%). A 2nd brings it up to 3.92 (+0.63), and the third makes it 4.16 (+0.24). Now If you're 6-slotting to make room for sets, that's different, but otherwise just an End redux and one Defense IO is all you need for that power. Assault has a higher buff, but you can't enhance it for it's buff, either. The only worthwhile thing to enhance it for is Endurance Reduction, and even then, just 1 will do. Likewise, 6-slots in a power like Speed Boost or Increase Density is wasted, unless again, you're using them as set mules. Any more than 2 End Mods IOs in Speed Boost isn't going to have any noticeable effect, same with Increase Density (though I'd argue that a single IO is good enough for that power). Also, you don't need to enhance their recharge speed or accuracy, because they're team-wide auto-hit buffs, and they're fairly cheap on your end bar, too. I touched on this before, but just to make certain we're all on the same page: Enhancement Diversification is the name of a weird thing that happens to enhancements as you slot them. The more you have, the less effective they are. Hypothetically, say you slot a an IO that boosts a power by 50%. If you slot a second one, it'll only boost the power by about 40%. The third will only give you about a ~15% boost. It does its best to keep you from reaching 100% enhancement. Now, this doesn't always work, and it is possible to get over that cap, but it's really hard, usually requiring Rare or Very rare enhancement sets. So as a general rule, don't slot a power with more than 3 of the same thing. This gets even harder with certain powers and enhancements, such as Defense abilities. Defense IOs usually cap at around 25%and ED will kick in a little sooner (as you get closer to 50% enhancement instead of 100% like with other powers). Tell ya what, post what you got, and maybe we can make more suggestions. CoH players are generally pretty helpful, but it's usually considered asking a bit much to ask the community to make a build for you from scratch =)
  2. 'Cuz I'm posting a self-congratulatory milestone screenshot!
  3. Why would I want a power to have a noticeable effect and do good damage? Because that's what dang near everything ELSE in the game does! And if it doesn't do one, then it does the other REALLY well! As-is, it's completely useless. The problem is how enemy AI responds to changing threats. You go into a group of foes with this, and they'll all attack you. One or two might get confused for a moment, look at another enemy, but before they can decide to fire, the confuse wears off, they turn back around and shoot you anyway. Congratulations, you avoided getting shot by one dude for one second while his friends were beating on you. Here's how it should work, in my opinion: Any foes in range are hit with a Mag 1 Confuse that lasts as long as the bubble stays up. That takes care of most minions. Every 6 seconds, 20% chance for +1 mag confuse which lasts for 3 seconds (so Overpower, basically). Lets you stack other confuse effects reliably. Also deals psionic DoT. No chance, just does it (assuming it succeeds on a ToHit check, of course!). Make it equivalent to 10 damage every "tic" (which is like 6 seconds iirc) at level 50, so it can be enhanced to about 20 damage. And yeah, increase the endurance use a little to compensate. I know that sounds like a lot, but bear with me a second here. Do you know where you're posting right now? The CONTROLLER boards. Do you know where we get WoC from? Our EPIC pool. EPIC! There is not a single thing about this power, as is, that comes anywhere close to that definition. Even if we toss that aside with the fact that our "Ancillary" powers are simply supposed to give us tools that we don't otherwise have access to (Like survival tools and direct/AoE damage), it STILL doesn't fit because it doesn't do a dang thing we can't already do (and much better)! It doesn't do noticeable damage, it doesn't protect us, it's the weakest and shortest confuse effect in the game, and I can't think of a good reason to take this over Psi-Nado or any other power in the pool. And it's the FIFTH choice, it's supposed to be the BEST power! But it's literally the worst! It should be BETTER than similar powers that already exist in a Controller's repertoire in SOME way.
  4. I'm kinda split, too. Like, it was cool being able to make the base exactly as I wanted/needed it quickly without having to buy/unlock stuff... buuut it also feels a bit... empty. Back on Live, I had a solo SG with all my characters in it, and I kept them in SG mode to get the Prestige and all the unlocks and I felt just so damn accomplished and rewarded whenever I was able to afford something or got something unlocked. It was exciting to balance power and control with what I wanted, and when I was able to buy a larger plot to get bigger power/control items so I could add more stuff, I found it really fun. BUT, it was also grindy as hell, and one of many mechanics which existed simply to keep people playing and paying. And not the kind of thing that the operators of a private server should be engaged in. If I had a say in things, and for some reason we had to start all over again, I'd probably make some base items have to be unlocked (like TP beacons), but make certain other unlocks easier (Like if a base piece was tied to a badge, make sure it's not something ridiculous like "Heal One Hundred Sextillion hit points", make it like "Heal 10,000 HP"). I'd try to find some use for Prestige besides buying base stuff, in order to encourage people to stay in SG mode... something like if your SG has over 1 Million prestige banked, being in SG mode gives you a damage buff or something. Or, if we had base raids back, I'd probably have 2 versions of some items: Decorative, and functional. Like, if you want a plasma canon in your base 'cuz it looks neat, then fine. But if you want one that actually works and will shoot enemies, that's gonna need prestige. Finally, even though I'm all about the solo SG, I recognize they're SUPPOSED to be for groups of people, so I honestly don't mind if some certain things were beyond the ability of a solo casual player to accomplish in a short time, and required a group effort to benefit the group. But I also wouldn't want to dampen creativity and totally block off tons of options due to lack of in-game progress, either.
  5. No place to store recipes, unfortunately. As for my must-haves: Random stacks of mugs. ALL THE MUGS! EVERYWHERE! Bwhahahaha- Just kidding. Pretty much what everyone else has said: NPCs, teleporters, storage, amenities, crafting equipment, and random decoration here and there just so it's not just a series of bland ugly gray boxes, but rather a series of bland ugly gray boxes with comic book posters on the wall.
  6. World of Confusion is TerriBad! I think maybe it has a misplaced decimal or something, because 1 damage every 6 seconds, as well as a low chance for a mag 2 confuse that lasts literally 1.5 seconds in that same time period, just makes it the worst power in the game, especially for the end cost (which TBF also seems pretty low). You can't perma confuse any foes, you can't do any damage... the only saving grace is that it can function as either a set mule or a proc-gun, but with the way procs work on HC (as compared to when the game was live), you're still lucky if you can take down any threats in a reasonable amount of time. For the record, I went on Justin and proc'd it out, and wandered around Crey's Folly messing with foes that were -10 or so to me. I managed to kill minions okay, but even with the contagious Confusion proc, I still rarely saw foes get confused too often, and I feel like if I were trying this against even-conning foes (or higher), I'd get killed pretty quickly.
  7. I was on a league last night where we tried to get this. The Badge hint seemed easy enough: "Destroy all spines within 1 minute of each other". So we went around, cleared the mobs first, broke off into smaller teams and took all 4 spines down pretty much simultaneously. I don't think we got the "Badge challenge failed" popup... In fact, I'm pretty sure we got the "Badge challenge succeeded" popup, though I might be conflating that with the other badges we went for. Anyway, we did what the badge tip said, and... no badge. Anyone have any idea what may have gone wrong?
  8. So, there are a few powers in the game that don't accept set enhancements. Assault, Fulcrum Shift, etc. There are also some sets with a gaping hole in what they enhance. So, I wanted to propose new IOs that can be slotted into such powers, or fill these gaps. Now, I know what people are thinking: Hami-Os. Also, Incarnate Alphas. Sure, but, good luck finding one that fills in all the right spots. Tell me which of those enhances Accuracy, Recharge, AND Endurance Reduction. I'd wait, but I already know that the answer is "none of them" (well, I looked really hard, at least), so I'll save you the trouble of looking! So, along that vein, I'd like to see enhancements (that can be slotted into just about any power, like a generic IO) that enhance the following: Acc/End (Uncommon) Acc/Recharge (Uncommon) Acc/Recharge/Debuff (Rare) Acc/End/Recharge (Rare) End/Recharge (Uncommon) End/Recharge/Buff (Rare) The Buff and Debuff ones would have to be programed to enhance every buff/debuff in the game, which would be a huge chore, I'm sure =/ Wanna make this a set? Okay, let's call it "Vhazilok's Generic Substitution", available from levels 10-50. Here are the Bonuses: 2/6: +2% Damage 3/6: +5% Healing received 4/6: +2.5% HP 5/6: +2.5% Toxic and Psi resist 6/6: + 3% Def (All) Not really worth slotting all 5, especially at the expense of things like damage and mez duration, but, if someone were that masochistic, the set bonuses are just that, bonuses. Or just nix the "Set" idea all together and just have them be stand-alones, which is kinda the idea in the first place.
  9. Well first, Sorcery is the only "archetype" pool actually in the game. Experimentation, gadgetry, etc aren't actually active. Second, Plant is one of the higher-damaging Control sets (It's AOE Immob does twice the damage as other sets', for some reason), especially compared to sets like ice, earth, and even fire (before level 32, anyway). So it's hard to say that arcane bolt isn't a help when you're already doing a lot. Especially since you're TA, which is a very "active" secondary and you're choosing between doing more debuffs, more holding, or more damage. For the other sets, especially Illusion which just has one attack, Sorcery can be a VERY welcome addition to your attack chain. Most of the other control sets have immobs which do damage over time. Mind already HAS an attack chain in Dom/Lev/Mes, And Grav has Gravity Distortion/Crush and Lift, so I wouldn't recommend it there. That said, I haven't really dabbled with the pool, so I really can't say.
  10. My only gripe with Air Superiority is that it doesn't chain well with Mind Control's Levitate Power (Or Lift from Gravity Control). The animations are so long that in order to chain them, the foe would have to fly over 50 feet in the air (where you'd be floating overhead), but if you're lifting them that high, they're probably -10 (at least) to you and are gonna die from the levitate attack in the first place. Of course, that's probably more an issue with the animation of Levitate/Lift. Still, made me SUPER sad that I couldn't fling a foe into the air then knock him back down.
  11. If you want one point of anecdotal evidence... My Mind/Kin has a "Chance to stun" and a "Chance for damage" proc in Transference, the target-based heal. Now I don't heal very often, but when I do, these procs rarely go off. Maybe one time in 3 at best. I have "Chance for stun" in Terrify, the cone Damage/Fear power. This will occasionally go off on at least one foe, sometimes up to 3 (out of a max of 16 hit). Though it doesn't last very long, and being mag 2, only affects LTs and minions. I also have a "Chance for +2 Mag hold" in Total Domination, the AoE Hold. When it goes off, any enemy who's affected will get an electric field around them. And without fail, this field will appear on about 90% of the foes in range of my hold. So the whole "based on recharge of the power" sounds legit, as those powers have an enhanced recharge of a few seconds, ~30 seconds, and ~2 minutes respectively.
  12. They could up the limits, but not by too much. Well, maybe, but then you'd have to scale down your base. What am I going on about, you may ask? Well see, you can only have a finite number of items in your base. It's in the high thousands I'm sure (I forget the actual number, but it's generally pretty forgiving). And it's not just that each rack is an item, no. Each item you put into your rack ALSO counts as a "base item" (because the base info has to keep track of what you have), and counts against the total number of pieces you can have in your base! So if ALL you have 10 storage racks filled with 100 items each, guess what, your base has 1,010 items in it! (Actually 1,011, as I'm sure the starting portal counts as an item) So, sure, you could theoretically have 20 filled-to-the-brim storage containers, but that's over 2,000 base items. And unless the allotted base piece count is in the millions (which I kinda doubt), then you're also going to have a hard time decorating the place at that rate. Also, if you're hoarding 2K pieces of salvage... just stop. Get over yourself and sell that crap already.
  13. Mind/FF isn't all that terrible. True, it doesn't have mechanical synergy, BUT, Mind Control is a very Blastery set. Which means you're always attacking, which means you really don't have time to be casting buffs and debuffs all the time (especially once you get your recharge up with hasten, IO set bonuses, incarnate stuff, and team buffs). FF is very "click and forget", allowing you to attack and control the battlefield with impunity, while only having to take a moment every 4 minutes to re-buff your team. Just some extra food for thought!
  14. Especially higher level ones, like 40, 45, and 50. A level 50 Healing IO Costs over 460 THOUSAND inf to craft, and that's assuming you have it and don't buy it from the workbench. This wouldn't be so horrible (even though a level 50 SO is only 60K from a store), but if you try to sell one on the auction house? Forget it, you'll get 300K for it at best. Now, I realize that Inventions are supposed to be an INF sink, and the badging part plays a huge role. You want them badges, you gotta craft craft craft! And selling at a loss is expected, especially if you want the auction house selling badges. But at the higher levels, it can cost upwards of SIX MILLION INF in crafting just to get ONE badge! And that's assuming you have the recipes and salvage on-hand, else-wise you're talking more like 12-13 million. Btw, the portable invention work table? The one you get for having ALL the crafting badges? Only costs 10 million inf at the P2W vendor. So, this tells me that internally, whoever set that price must have assumed that 10 Mil was a "fair trade" for not having to get the associated badge (though tbf, I don't think that includes the 45/50 badges, right?). But given how much financial investment is actually required, 10M is WAY too low. Either that, or the crafting prices are WAY too high. My suggestion would be that IOs don't cost more than 100x their level to craft. If you want to bump 50s up to twice that, then fine, it would still be a LOT cheaper than what we have now. /frustrated badger who's trying to not go broke from crafting
  15. Oh! Yeah, now that you say that, I remember it popping up and not knowing why. I didn't put 2 and 2 together because I only had like 10 points on it (last I checked) and it popped after only a few minutes of team farming, and thought that there was no way we got 90 bosses that fast! Thanks for the info!
  16. My only issue with people using DFB to level up so much, is that we have a lot of NEW players (somehow) who were sucked into it and have either nor idea how to actually play past that point, OR, people who haven't done the minimal amount of unlocks needed for certain things. It's common to be recruiting for an ITF and someone has to ask "what zone" and we have to explain how to get the Midnighter badge. Or recruiting for an I-trial and people try to join without having Alpha unlocked. Or trying to get in on a Mothership raid when they haven't done Levantra's arc yet. Just today I did a DiB badge run, and someone asked (I'm not sure if joking or in exasperation) if they had to unlock a certain location or have a certain badge first. That's the practical side of it. On a more personal note, I'm irked that so many NEW players are (inadvertently?) avoiding a lot of content. Yes, anything made before issue... 6 let's say, really kinda sucks. "Go to this warehouse. Click glowie, don't bother reading the clue. Kill skulz at the end. Run around outside, kil 10 skulz. Go to this warehouse, kill ALL the skulz. Repeat a few times" But a lot of the newer stuff like Twinshot's arc, the new Skull arc, are really good! A lot of the game is generic "kill dudes with flimsy justification", I get that. But we're doing people a disservice by pretending the game doesn't exist pre-50. I mean hell, I've seen people with level 20+ characters asking how to use enhancements and other basic stuff! I don't wanna tell anyone how to play, but maybe some people would be better served by playing City of Heroes "right", instead of "Super Powered Sanitation Workers".
  17. If you need confirmation, I just got this badge earlier today, so it's there!
  18. So a couple days ago, I noticed in my badge "to do list" (or rather, the "closest to completion list"), that there was an entry for "defeat 100 prisoner bosses" (in ADDITION to the defeat 500 prisoners") So I started off, made a little progress, decided to finish it later. Today I got on a small team to farm these badges, but I couldn't find a listing for the prisoner bosses anywhere. Was this badge removed, or is my memory playing tricks on me? Or least likely of all, did I get this badge and not realize it?
  19. Yeah, I was super worried about this when my teammates insisted on going to each glowies as a group, but lo and behold... This is great, if just for the ability to spawn and farm those Iggy bosses for the badge!
  20. I'll second the Stone suggestion. It even kind goes into the nature/earth theme you have going on (I mean, /Nature would be a better secondary for that theme, but weather still fits).
  21. Bravo on all of this! As someone who did a fair number of mothership raids, I appreciate both the improvements AND the rewards adjustment. It really did feel like a give-away more than a reward. And also, we have more incentive for everyone to be involved the whole time! Still, now getting enough merits for all the anniversary badges is gonna be a little tougher XD Bravo on the tailor/costume fixes! Can I assume we have more coming down the pipeline for blurry textures and such? (Bikini being the worst offender, as the strap is a smear with a literal seam down the side; I remember making a post for Noble Savage/David Nak. back in the day pointing it out. He was asking for community feedback regarding what visual improvements we'd like to see, and I literally had to illustrate what we meant by "Better but the same". Good times!)
  22. Solok: Faultline had some old badges moved to Echo: Faultline. New badges were added to both zones to make a total of 8 for each.
  23. It's not exactly X of both. Like if it says "Craft 15 lvl 25 and 30 enhancements, that means 7x lvl 25s and 8x lvl 30s. Which stinks because if you do it piecemeal over several days and don't track it yourself, you have to craft a bunch of both and watch the meter to see if it changes or not to figure out which ones you still need. They should probably change it in code to accept either instead of half and half. As for CoT bosses, I think I've also been having issues with this. Some seem to count, other don't. Make sure you're not conflating it with the Mages badge, which I think some CoT bosses count towards but not the "Boss" one, maybe?
  24. So, when one of these goes off (Either Devastation or Lockdown), the enemy is surrounded by an electrical field. Which, if you're playing Illusion, or Mind, or Fire, or Ice, or Earth or Plant control... eh. It doesn't look all that thematic. Heck, I don't think Electrical control was a THING yet when they first came out! And, on one hand, I get it: It's a clear indicator that the proc has gone off and it works (I'll admit I get a bit gleeful when I use Total Domination and nearly the entire spawn of 12 dudes gets surrounded by those electric fields!). On the OTHER hand, I'd kind of like a way to choose what visual effect goes off (Like engulfed in flames or encased in ice), even though I don't know if that's even technically possible. Or maybe make new versions of the procs that are mutually exclusive within a power so you can't proc-gun with them, but still get the effect you want: Chance for hold (Earth), chance for hold (Psionic), etc, which each play a different animation when they go off, but are otherwise the same proc. The team ahs already added new enhancements, so maybe this wouldn't be as hard to do?
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