Jump to content
The Character Copy service for Beta is currently unavailable ×

Koopak

Members
  • Posts

    554
  • Joined

  • Last visited

Everything posted by Koopak

  1. Id need to test it but i can see the risk of dieing beign eclipse give you your resistances i guess
  2. Wouldn't it allow you to guarantee an eclipse into double mire when grousp are spread out? namely when playing with others? Im assuming by DoctorDitko's response that would include recharge? because just speed is something id actually nto want because of the change in move values
  3. Ok that sounds fun as hell, i have to try
  4. I kinda wanna point something out about CT that people seem to be... ignoring? glossing over? Everyone keeps saying the +to-hit is terrible, and maybe it is but lets put numbers where our mouth is. (Numbers pulled from latest copy of Mids, at work so i cant verify, some may very based on AT or powerset) Pool - Teleport T2 Combat Teleport: +10% to-hit (5 seconds, stackable) Pool - Leadership T3 Tactics: +12.5% - +7% to-hit (toggle) Epic - Power Mastery T2 Power Build Up: 10% to-hit (12.5 seconds) Epic - Body Mastery / Energy Mastery T2 Focused Accuracy: 5% to-hit 20% +acc (toggle) Epic - Weapon Mastery T2 Targeting Drone: 5% to-hit 20% +acc (toggle) Scrapper Buildup: +20% to-hit (10 seconds) Scrapper Follow Up: +10% to-hit (10 seconds) Blaster Aim: +50% to-hit (10 seconds) Ok when layed out like this i don't see the argument? Sure one can argue to-hit is a generally bad stat but most high end builds i see use at least one to hit toggle to free up room for more procs and enhancement slots across the board. I really do not see how 10% that can be stacked to 30% for a solid 3 seconds, and kept up at atleast 10% at all times? is somehow a bad power. And thsi is without considering the teleport itself or the super fast animation time. At most one can argue that the others benefit from to-hit enhancements, but that's an easy remedy, let us slot combat teleport the same way? Proc rates should prevent abuse with gaussians, so i don't see an issue. To be clear im not against the defense idea whole sale, hell ill use this no matter what, but i really think it being +to-hit is both more thematic and more interesting for build decisions. I flat out disagree with Combat Jumping being a valid comparison in mobility anyways, and hover is its own thing. I also want you blaster types to remember the melee players often need this kind of mobility to position attacks or get out of a pack or flee to our supports or tanks. Remember: Just because YOU wont find it optimal for your build and play style doesn't mean others don't. My entire build will end up shifting around this power AS IS, and my scrap has no problems with +4x8 anything essentially.
  5. I wanna revise my glowing endorsement a bit to match capricorpse and a few others here. I think it speaks volumes that, in my enthusiastic testing of all these changes, i strait forgot Team Teleport was changed, mostly because I long ago plumb forgot it exists! Its just nightmarish to use, what with the way eveyroen gets bump scattered (which if yer zoomed in even a little makes spotting your next teleport location a pain), and it doesn't really have any use. I feel even group fly is more useful, allowing a flight user to safely help their team across certain map tiles that are a pain to traverse without falling into a pit of some kind. Team Teleport generally just bumps people into the pit. Also Group Flight has nice RP opportunities, but again Teleport Team, really doesn't because of how awkward it feels and looks. I feel like it needs to be replaced just as much as LRTP does, or otherwise overhauled in some kind of way. Even if it stayed as the same basic function, perhaps a fun one would be to give LRTP the ability to interface with Team Teleport, but im just spitballing. I hope the endurance improvements result it in it getting some more experimentation from the community but yeah, its just blech. Otherwise, everything else is solid imo.
  6. I don't get the hatred for the LRTP change. My main that i have sunk 90% of my play time into has LRTP and frankly? Its dead weight, I have it for flavor alone. The presence of TUNNEL, base teleports, and so on makes LRTP literally worthless. I vastly prefer it as a badge reward than as a friggen pool power. I get the argument of "you are giving up power for mobility" but you just aren't, you are giving up power for a shiny teleport animation, that's it. Even after this goes live, you take the base teleport accolade and base teleport prestige power, and the two base portal generators, slap in a macro to take you to your base, or someone else that has portals RIGHT there, and boom yer back to LRTP levels of mobility for no investment, and currently you can do all that with JUST the macro. If you don't like the free mobility? that's fair, that's an understandable opinion to have, but that's a philosophical difference in development, not one power. Similarly Combat Teleport and Fold Space are damn near perfect. I literally cannot make the cool down on Combat Teleport matter except when DROWNING in -recharge, which, no crap, that SHOULD hamper you. Just as drowning is slow hampers hover and combat jumping. And hey the enhancement set bonuses that treat one of those treat all of them. I don't think the defense argument holds water either, none of those powers give you the freedom combat teleport does or the rapid response options, and a to hit buff makes sense thematically. Just have to use it to increase the odds of hitting with yer chonky damage, and if you want you can skimp on to-hit elsewhere because of it. Fold Space is what trappers have been begging for since day one, control of a group of mobs positioning is difficult, all the more so if you have a bad controller mass holding without letting the group pack up. Fold Space lets you resolve that little issue nicely for the cost of a power, and has several other utilities, my only complaint is i agree it and similar powers could use a small buff to let them yank +4 bosses, anything bigger than that, nah. In fact id say make the mag dependent on the target's rank if need be so that you can yank a +4 boss but not a -1 elite boss, if that's an issue (haven't tested) Overall excellent changes! Aside from the note on Fold Space, pack it, ship it.
  7. So this may be a bit extreme, but iv seen a few people point out that the set feels directionless, and I kind of agree. So I'd like to propose refocusing on what i feel is the core of the set's design. Static, i feel like the entire concept of the build was originally built around stacks of static as a resource and chain jumping. I feel that idea is being slowly abandoned and that's a real shame, because static, and the various chain jumps are very unique and stylish and fun. These mechanics lend the set a sense of momentum, of build up and release, and I feel that energy has been lost somewhat. I think Static absolutely should not be removed, instead i think it should be built out more, the speed buff was fun, but something more functional would be nice as well. I feel that the pet should be able to be multi summoned, so we can have multiple of them, but that they should, as a consequence be kept as extremely low or zero damage pets. Additionally i think if multi pets are allowed, the chains skills should prioritize allies and henchmen over your electric pets. It is awkward to use the pets as self buff targets for soloing but there are solutions here. Here are some options, you can mix and match as desired. -Make a couple of powers originate at self, such as the heal and end tool -Make chains auto cast to the nearest pet if an enemy is targeted (possible code limitation) -Add the pet to the henchmen menu -Make the pets mirror your cast attempts (requires serious re balance and edges into MM territory) I really want this set to be good, but more important than being good, i want it to be fun, and i feel some of the changes made have been to make the set stronger but at the cost of fun. That didn't need to happen, and I really would hope to see the mechanics of static stacks and chain hops expanded on rather than diminished.
  8. I have only one serious negative critique..... Jaunt will make every Teleport user jealous to an insane level. Seriously I've been trying to make a melee build teleporting between targets work in this game since the earliest days, and Jaunt just DOES IT. If I had my way, id take Jaunt without the SS, id even sacrifice the powerslot just to be able to have it with my normal Teleport set or other travel power, its THAT GOOD... If Experimentation comes out as is... i dont even know how the hell im gonna rework my character to have Jaunt, but i NEED it And to make sure im clear: Make all Teleports feel as good as Jaunt!
  9. I agree that a vote is a terrible idea. On the surface it seems great, but using old school runescape as an example, multiple times a change was suggested, the community voted for it, a few people in the community claimed it would crash the game economy horribly or otherwise fuckup the game. The change was made, those few souls were correct, but it was to late. Let the guys developing the game develop, and just provide feedback.
  10. If the devs could find a way to implement these changes in a timely fashion for testing, even in a hacky way, id be happy to dive into the the test server and really try to see how it works, my biggest concern currently though is definitely the development time, we have to consider the best places to use limited resources, even more so than a studio would have to.
  11. My 2 cents are largly added now, the main point just being how messing with global parameters can have significant shifts, because again this was a very controled environment, its hard to predict what else this would effect, such as the minimum dps needed to defeat certain AVs. To everyone else replying. I get that is is a touchy discussion and one that often veers toward the combative in nature, but please, if you have something to add make it constructive, atleast propose a reason for your views.
  12. I believe i didn't make my point clear so to use your example (thank you for providing in game data, i don't have access to currently) at base 35.8 health divided by 9.42 damage is 3.8 casts, however you cant cast .8 of an aquad bolt, so we must round up to 4 Aqua bolt, as you said does 9.42 damage to this enemy, it has a recharge time of 3 seconds and a cast time of 1 second. We can thus express it in the following way. Cast time x number of hits needed + recharge time x number of hits needed minus 1 (1 x 4) + (3 x 3) = 13 seconds Now with your proposed changes, 39hp divided by 9.42 damage is 4.14 casts but again we must round up, thus 5 attacks. Your new recharge time is 2.58 seconds thus we get. (1 x 5) + (2.58 x 4) = 15.31 seconds quick comparison shows that's a 15% increase in the TTK time Obviously much less than my example where i pulled numbers out of thin air, but still significant
  13. I'm currently not able to go through all the replies here, so I apologies if I'm echoing someone who said it first. I agree that hasten is to common, worse yet is how hard you have to stretch many builds to even come close to justifying dropping it, however these solutions are problematic. There is a reason why fitness was made inherent. I can get behind your second option, basically making hasten less powerful but double stackable to achieve the same effect as now while allow for lower investment versions for other build, but your current 3rd option suffers from several issues. First is time to implement, while the changes you suggest are minor, the implementation of them would be time consuming, while i don't have a firm knowledge of the game's underlying structure I suspect that many values are not simply available in a database you could run a script on, thus in at least some, if not most cases, these small tweaks to enemy health and player ability recharge rates would need to be done by hand, given the number of powers and enemy values in the game, this would be a tedious task at best, and a monumental one at worst. This isn't including the time spent ironing out mistakes and bugs this could implement. Second, while I appreciate your mathematical breakdown of your changes it doesn't cover a wide list of cases where this change would be very disruptive. Your focus on TTK/TTD is unfortunately to reductive. Firstly there is how regeneration works in relation to health, regeneration would need to be tweaked as well in this change because a 9% increase in health is also a 9% increase in regeneration rate as regen is a % of max per second. This becomes especially bad at lvl 35+ as your proposed 30% would drastically improve the durability of many AVs and make many builds unable to solo them when previously they could, even without hasten. This is so drastic a shift that even EBs may become to hard to kill for lower damage classes. This is a problem as a core design tennate of CoH it to make it solo friendly. Another place this health boost becomes an issue is in the TTK itself. While taking your targets health and dividing it by your DPS to them is a quick and dirty method, a more accurate method is to take their health, divide it by the number of attacks you have to use, then add up those attacks cast and recharge times. (this is omitting the additional factor of how much they will regen over the course of the fight) Damage comes in waves, and if previously 5 attacks would kill a mob but only just, a 9% health increase will make it 6 attacks, that is not a 9% increase in time, its a 20% increase. So lets try a hypothetical power with a 1 second cast time and a 5 second recharge time, we will stay at say level 4ish and this is your only attack because admittedly more attacks will smooth this out. The attack does 10 damage and your enemy had 50 health. Normally this would take 5 casts, so ( 1 + 5 + 1 + 5 + 1 + 5 + 1 = 19 second TTK ) Under your changes the values become (roughly since i dont have the recharge formula at hand) 4.3 recharge and health of 54.5 (tenths place HP is tracked) This results in 6 casts so ( 1 + 4.3 + 1 + 4.3 + 1 + 4.3 + 1 + 4.3 + 1 + 4.3 + 1 = 27.5 second TTK ) This is a 31% increase in actual TTK, at low levels this could easily cost a blaster or other squishy AT their life. Obviously im cherry picking a situation here, but the point is to show how changes to global values like this can have huge ramifications, this is why it has to be approached very carefully since any cure the the woes i just outlined while keeping your proposed changes will require exponentially more work and effort in rebalancing the game.
  14. If you recall we worked on that in help chat together and it unfortunately did not work for me despite working just fine for you. The $$ the chat bubble tags to not be added to the chat box and to not be processed so while the bind behaves correctly up until i submit the message, the bubble ends up being defaulted. /showbind does show the full command bound correctly, so I can only assume this is another bug in the command processing.
  15. Ran into this issue myself and with the help of my SG mate and a helpful person in help chat i managed to determine some more details about it. The issue is caused by the "<>" characters specifically used in chat bubble color commands like "<bgcolor red>" The behavior is that the bind works as normal, for instance the bind (/bind enter "beginchat <bgcolor red>") will result in <bgcolor red> appearing in the chat box, but here is where it derails. The chat text field remains highlighted as per normal when composing a message, however the cursor is missing and any text entered is buffered but ignored. After clicking into the text field or pressing the arrow keys the cursor will appear and begin to traverse the field normally, when you start to type any text how ever, and text buffered in the previous step will be immediately spat into the text field at the cursor location. Again we narrowed down the offending component to the html tags "<>" as any other beginchat bind or macro works fine. And the issues immediatly flare up when one of them is introduced. I have also confirmed 3 separate people with the same issue, and 3 separate people who do not experience it. I partly ruled out OS issues as im on win 7 and one of the other having the issue is on win 10 I've attempted a re-verification and resetting all settings and binds to default, and may try a reinstall later. If you need ANY assistance in gaining more debug info feel free to contact me in game, or on my Discord handle Koopak #4153 Edit: For clarity, thanks PaxArcana
×
×
  • Create New...