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Doomrider

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Posts posted by Doomrider

  1. 42 minutes ago, Septipheran said:

     

    I think something that might be helpful is to move to a voting system of, "Hey guys, this is a community server. You're running the show. Do you want us to alter Super Strength? Do you want a new pure support set?" I know that we are given ample opportunity to provide feedback to changes on beta, but I think there's a real possibility that many of us don't engage in those conversations because we're not interested in what is being presented.

     

    A voting system to gauge interest for sure. What the devs do with  the results (if anything) is going to be hard to know.

    The last bit about not being interested in what is being presented I can definitely relate to with this beta cycle. I realize that's always gonna happen, you're not going to like everything they push out but even if a set was being offered that I was not particularly interested in playing myself, I could see testing it cause I enjoy testing. I would have liked to have tested the Dark Melee changes but those got shelved rather quickly IMO and with really not a lot of consultation from those in the feedback channel at that time of shelving which I believe did have some rather sour reactions. 
     

    • Like 2
  2. 3 minutes ago, ScarySai said:

    This would be a hard undertaking unless massive nerf-waves happened across the board, I for one don't care to see another Jack Emmert era for this game.

     

    Eh, not necessarily. It depends how they go about it. We have many sets that are under performing and in need of attention. They *could* start there...

     

  3. I know road-maps are a big ask from a volunteer dev team, but maybe some kind of regular polling to gauge interest for new development ideas or projects (new powersets, types of content, new or tweaked mechanics or systems) might not be such a bad idea.  Obviously the devs don't have to 100% adhere to community feedback and I don't think they necessarily should, but giving the active community here a way to vote on ideas wouldn't be a bad way to gauge popularity of said ideas before they hit the test server.

    In regards to Shock Ther-- errr Electrical Affinity? I know if that was on a list of proposed development projects in a poll, it probably wouldn't have received my vote. Not because i'm judging the efforts already put into it now obviously, I just don't see the mechanics behind electrical sets as something worthwhile to build upon. There are some issues with end drain mechanics in general that are arguably much less useful than the vast number of other support offerings. I think it would be have been more imperative to take a look at end drain before building another electrical power set.

  4. 1 hour ago, Super Atom said:

    The entire forums is a vocal minority. It's the same 50 people arguing in a circle.

    And a fractional of that minority had enough sway to get a new powerset renamed because reasons. I don't care about the name personally either way, to me it's arbitrary, I just find it funny how much more attention the name feedback channel is getting compared to one discussing the actual set.

     

    As much as the set is a new shiny, maybe some feel it's likely not going to change end drain into a viable tactic and thus consider the set DOA. Seems odd theres not more feedback for a brand new powerset. /Shrug

    Screenshot_20200229-110418_Chrome.jpg

  5. 42 minutes ago, Mr.Sinister said:

    I share the same concerns.  Dark melee had lower aoe potential because of all the utility from the set.  With these changes it will become the do everything set.  

     

    People will absolutely be using dark consumption at full end, well, minus the end used for soul drain. Not only will the set be able to nuke mobs, it will be able to heal itself with one of its best attacks, apply -to hit with each attack, restore its end if low, apply fear and a large -to hit, and majorly boost its damage.  

     

    The change to shadow maul is probably fine on its own.  The change to dark consumption is gross power creep.  @Auroxis brought up electric melee.  What will electric melee do that dark doesn’t do better?  Dark melee was the best at what it already does.  Now it’s just the best overall pick.  Dark blast has lower damage than the other blast sets because of its utility.  Is it going to have moonbeam turned into moonboom an aoe snipe?   

     

    Honestly, shadow maul should just be increased to a 60degree cone and maintain its current damage scale.  As of now it’s a solid attack if you hit at least 2.  Increase its radius slightly to reliably hit 3 and it becomes a great attack.  This leaves dark melee with great single target and slightly increased aoe potential, without sacrificing much in your single target rotation.  The dark consumption change is just messed up.  

    The patch is 7 hrs old and people are already calling the changes to DM a bit OP... unbelievable. 🤣 In a world where TW exists...

    One thing I will say, is the changes to dark consumption as written in the OP are a bit misleading at least as far as I can tell. The tool tip for dark consumption still reads 8' radius, so unless the tooltip just didnt get updated, it's not lightning rod like at all in terms of power range and it has no TP function. That and Shadow maul is a still a melee cone, so while the changes will definitely make it better, it's still going to favor sets with a taunt aura to really maximize this and more easily allow mobs to bunch up for that *potential* 10 target max.

    HC Devs: Dark Melee changes!
    Everyone: Image result for jump to conclusions mat

    • Like 3
  6. Nova is really nice to have while leveling up. The form gets an inherent to-hit buff that helps your initial attacks land, allowing you to start stacking up -def which makes all your subsequent attacks rarely miss. Even if you don't intend on having the forms long term, taking Nova early and respecing out later can definitely make the leveling experience less frustrating.

    • Like 1
  7. When it comes to being fully io'd out, the somewhat half-baked solution that is working at least for me (because I like to play support still) is just to run with 3 or 4 people.

    It's not perfect, but it feels like each person is contributing more. This obviously isn't much of a solution for pick-up groups.
    Pugging through the early levels on a support build is hit or miss I find. I typically see at least 1 person on the team who's a higher VL and flush with IO's that's carrying the rest to some extent. It's usually at that point I just let the team runs it course until people start to drop off, then so do I.

    • Like 1
  8. 2 minutes ago, nicoliy said:

    Lol that is epic, love it 

     

    7 minutes ago, Honest Abe said:

    In the words of my main man Montell Jordan...

     

           "This is how we do it!"

     

    PB vs. Pylon

     

    You said about 3:10 right? 

     

    It can be done. 🙂 

     

    AIB

    No vanguard were harmed in the making of this production ... I think? XD

    • Haha 2
  9. 27 minutes ago, Vooded said:

    I think a more important consideration for Khelds is the damage per activation time of many of their powers. Honestly, it can feel like you're pointlessly poking enemies over and over again. 

     

    Agreed. I cannot stress this enough. Especially in the light of the tank buffs. I wouldn't be surprised in the least if we see Tank DPS performance now eclipse that of Khelds.

    One of the biggest issues is activation time, not just of Nova Det as you reference above but the ST abilities. Incandescent Strike for example at a 3.3 sec animation time is actually a DPS loss to take and slot over a power pool ability like Cross punch. Especially when you factor in things like damage procs. It makes no sense for your big hitter ST attack to be a DPS loss, that is bad design. This ability and ones like it should at the very least get the same treatment dom's /energy assault got with Total Focus (and likewise other AT versions that share the same animation) in changing that 3.3 sec animation time to 2.5 sec.

  10. 32 minutes ago, siolfir said:

     

    Another option that I haven't seen would be to boost the recovery of the forms to compensate somewhat - but not completely - for the cost of the toggles. Since it's at +15% now, which was theoretically to compensate for the endurance cost of the form toggle itself, maybe boost to +50% to allow running a little more than 2 extra toggles at base cost or 3 with endurance reduction? This would mean that continuing to run the toggles would be a convenience tax and you'd have more endurance recovery if you detoggle them, but you could also run them and have approximately the same endurance you have now.

     

    I actually like this idea. It's not perfect, but I don't think any implementation of toggle suppression would be at any rate. I'm sure people who choose to run toggle-less would appreciate the added minor recovery boost if nothing else. 

     

    35 minutes ago, siolfir said:

     

    You'd still have problems running Orbiting Death, but another suggestion was to allow Orbiting Death in Black Dwarf, and if it were working it would justify the endurance cost.

     

    I like how CP quoted you on this but specifically edited out the last bit about allowing OD to be use able in Black Dwarf. 😁

  11. 22 minutes ago, Captain Powerhouse said:

    I'm not going to comment on most of the thread at this time, but wanted to clarify one thing:

     

    Toggle Suppression means that the effects stop applying under specific conditions (in the context of this thread, while shape-shifted.) This, however, does not remove the endurance cost.

     

    How many would accept that turning on Dwarf or Nova form no longer stops the endurance drain of powers that are doing nothing?

     

     

    On one hand I suppose you could see the endurance drain as an convenience tax for be able to keep toggles on.

    On the hand though, what if the form powers themselves were to grant the AT specific toggles (the resistance shields for WS/PB, Orbiting Death, Ink Aspect etc.) an amount of end reduction relative to their base end cost while Nova or Dwarf form were toggled? We already have Bio Armor's adaptation altering the attributes of certain toggles within that set depending on which adaptation is active. Could something similar be applied to Nova and Dwarf toggles to at least offset the end cost of those suppressed toggles while Dwarf or Nova are on? 

    I guess a more specific mechanical question is; is it possible to grant end reduction to a specific toggle or only global end reduction?

  12. 3 minutes ago, Microcosm said:

    Sure. You guys have a particular AV in mind that would be a good challenge or just any AV? AIB did a giant monster once on live, thinking of throwing that up there as well.

    Not really, I think most of the AV's in either A Hero's Hero or A Hero's Epic arcs should suffice. Some may be more difficult than others, I did Chimera and Shadowhunter without too much trouble and without Lore or Temps mind you.

    Might want to put a larger reward for whoever can taken down more difficult AV's like say Ghost Widow or Siege for instance. What the rewards should be i'll leave to you.

    Challenge criteria for AV's I think should be no temps (no daggers especially), no lore for sure. Maybe allow Flufflies since they're built into the AT. If someone can manage to keep them alive and leverage the dps from them that may be impressive all on it's own considering their tendency to stay in melee range lately.

  13. What about soloing an AV on a Warshade with no pets/temps/lore as a challenge? I've already done this, but the real test is an exercise in managing your endurance without bodies. An endurance test of sorts.

    Maybe you could have rewards that scale depending on the level and difficulty of the particular AV? 

  14. 5 minutes ago, sacredlunatic said:

    Yeah, like 2 points at lvl 1 but scales up to 4 at 50.

    I think mez resistance is probably against the rules somehow, but asking for a 3-5% (unslottable) Defense bonus on the Dwarf form seems reasonable to me.  Helping some mezzes to miss would probably be good enough.

    Against the rules how? Mez resist already exists in several powers. 

  15. On 2/7/2020 at 2:23 PM, sacredlunatic said:

    Just three points to hold stun and sleep is totally reasonable for a passive on a tank class.

    Honestly even 4 points similiar to what SOA's get (as shown from siolfir's screenshots posted earlier) wouldn't be game breaking. This could easily be added to Incandescence/Absorption passive at level 1.
    I get by without mez protection as is but I play Tri-form. I could see Human only players really appreciating the added protection. As for Tri-formers, getting locked in Dwarf in the sub-50 game when you're running low on insps/have no breakfrees can be annoying. It would be nice if in addition Dwarf Form's regular Mez Protection, they would give it Mez resistance as well so any mez placed upon you would have their durations reduced while in Dwarf, letting you shake them off quicker. 

  16. 2 hours ago, Lazarillo said:

     

    If Human-only, I'd like to get Light Form permanent.  If Human/Dwarf, I'd just as soon skip Light Form anyway and take advantage of shapeshifting to be more adaptable.

     

    Light Form is a buff, not a form as the name would lead you to believe. It works across all forms, Human, Nova and Dwarf. You will want to take advantage of it. It will actually let you be more adaptable by allowing you cap your own damage resistances and give you a recovery boost while in any form.

     

    2 hours ago, Lazarillo said:

     

    Finally, money is not an option.  I...have been saving up.  Given the lack of budget limits, can anyone point me in the right direction?

    I have a thread in this sub forum with a few different PB builds, typically tailored to more end game performance but there are some more budget friendly ones as well that perform just as well.
    The beauty of Peacebringers (and Warshades for that matter), is they exemp really well in general and while some builds can vary somewhat in effectiveness at certain levels, typically your less limited than other AT's, especially if you decide to take advantage of the forms. @Redlynne also has a more in-depth guide, typically tailored to builds that you can slot up as you level.

  17. 22 hours ago, KelvinKole said:

     

    Why would one play a PB or WS over other archetypes? What do you like about it?

     

    Adaptable, challenging and versatile. (disclaimer: my experiences are going to be coming from a Tri-form perspective)

    Adaptable in the sense that while some folks often talk about roles when playing CoH; this AT is good at X role, or this AT is good at Y role etc, etc... Kheldians are often described as being able to switch forms to fill different roles as the team requires. This often lends to them being referred to as a jack of all trades, master of none. I don't look at it that way though, nor do I think that should be how the class is defined. Khelds should not merely be defined by the tools they choose to use at any given juncture but rather by the sum of their parts. When you choose a Kheld and more specifically to play as a Tri-form Kheld, you do not swap forms to "Blaster mode" (Nova) or "Tank mode" (Dwarf), you are all forms simultaneously and as such you have the ability to be multiple roles simultaneously.  

    Challenging in the sense that the skill ceiling for a Kheldian is high, much more so than most conventional ATs. At their most optimum performance, the effort required to play, learn and master are much higher than traditional AT's and some would argue Binds and Macros are almost a requirement. This is seen to some as a detriment more so than a useful tool. Often I hear "Why would I put in all that effort when I can get the same performance out of another AT with much less work". If you see it as work, of course you will not find enjoyment in it, but for those of us who have put in the time to learn and master Kheldians, they are quite rewarding. I don't get bored with my Khelds, there is a reason I continue to play mine and have for years. Player performance almost matters more than build when it comes to Khelds which I think, at least in my experience, is perhaps less so on other ATs. 

    The versatility comes from being adaptable but it is also earned by taking the road less traveled and learning mastery over the class. People say Khelds don't bring anything to the group and I think that's a bit short sighted. While their inherent doesn't necessarily bolster the team, having the team bolster the Kheldian by way of that inherent is indirectly benefiting the team because as a Kheld you are the backbone of your group. For a well seasoned Kheldian player, when things turn south you have ability to react and counter in even the most dire of circumstances. If the tank over aggros, you can take on the additional aggro with ease. If the damage dealers faceplant you can nuke the mobs into orbit and give a squishy cover to rez. Even if the tank goes down, you should still be the last one standing. For that reason I also heavily encourage all Kheldian players take Vengeance and take it early. The last thing I will say about versatility is just to echo @nicoliy's point when it comes to build choices. With Khelds having such a wide array of powers also comes a wide array of ways to build your Kheldian.
     

    23 hours ago, KelvinKole said:

     

    Why would one play a PB over a WS, or vice-versa? 

     

    As others have stated, Peacebringers tend to be more self-contained and have a more consistent performance while Warshades will excel in situations with higher mob saturation, so more peaks and valleys than a Peacebringer and thus the aoe damage output ceiling is naturally a bit higher for Warshades but PB's ST performance is stronger.

    Peacebringer performance will generally be better during extended fights when there are fewer mobs or concentrations of mobs to buff off of. For example, when fighting the Hami at the end of the LGTF, there are basically no clusters of enemies to buff of off so the Warshade will see a lesser damage resistance buff when using Eclipse against a single Mito where as the Peacebringer will be using Light Form to cap his dmg resistances (except for Psi) and this requires no target or to-hit check.


     

  18. 4 minutes ago, nicoliy said:

    As it stands now I'd almost want the proton seekers, or at least for essences to blow up when they die since they are so suicidal lol.

     

    You could actually do a decent DPS chain if you had Radiant Strike and Gravity well with D. Mire. I almost need to set up my own server so I can break things apart and try that 🙂

    Gravity Well and Radiant are both on primaries though :😐 Radiant and D.Mire though both have great DPA though so they would still be good to pair in a chain. 

  19. If there is any role a Kheldian can fill best within the framework of the Archetype (PB + WS; and depending on build) is a Tank. No it does not mean they are as good as a Tank for aggro management, but you could also argue that the amount of aggro management needed (if at all) entirely depends on your team makeup which is rarely going to be static.

    That being said, being able to exemp down to 15 and have access to a taunt and punchvoke in Dwarf Form and the ability to cap resistances through IO's even at that level can certainly make you "tanky" enough to sit in for a tank should the need arise. 
     

    One thing that should be fixed though, IMHO, is for Warshades' Dwarf Mire to also have taunt baked into it's attack just like it's ST attacks have and just like it's counter part the White Dwarf has in it's Dwarf Flare aoe ability. 
    I'm not sure if this was an oversight but it hardly seems intentional to make 1 out of it's 4 attacks available to Black Dwarf not apply a taunt when the other 3 do, and having a 15' radius pbaoe that also applies a taunt with help tremendously with grabbing aggro.

  20. Beam really benefits from higher damage modifiers and more consistent +dmg buffs from defiance as the disintegrate spread dots will be much bigger on the Blaster than they will on the Sentinel. 

    Sentinel beam is still in a good place as other's have mentioned and I will agree. It really depends on what you want to do and how much you want to invest. Beam sent will likely perform better on a modest budget but a Blaster will perform better with higher investment. 

    I recently made a Beam/Devices blaster and got him to 50. The ST dps is very high and AoE is manageable. His defenses aren't all that bad either tbh. The build has 32.5 s/l/e/n and ranged defense, with melee just under 32.5 plus a resistance shield and PFF. It's a very run and gun playstyle. I can even manage to take on Carnies at +3/+4 x 8 with enough kiting/breaking line of sight, etc. The playstyle on a blaster definitely relies on inspiration usage if you intend to solo at a high difficulty and particularly against harder enemy factions where as the Sentinel will probably be more laid back.

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