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Everything posted by Doomrider
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They aren't. At all. Not even soulbound chance for build up works anymore. Seekers also isn't affected by damage bonuses outside of enhancements.
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It's not really damage scale that should be the only determining factor in whether you take radial or not, it's also damage cap. If your AT can hit cap easily and often as khelds can, radial is almost universally more beneficial since the bonus dmg comes in the form of energy damage procs so it still works even when your damage capped.
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issue 27 [Beta] Patch Notes for April 24th, 2021
Doomrider replied to Jimmy's topic in [Open Beta] Patch Notes
I'd rather see bursts 100% Crit become a feature of the set tbh. Nerfing it for the sake of consistency is super lame, taking a niche and below average set and making it weaker because reasons. I just don't even know what else to say about these kind of changes. Who is honestly asking for this to be done? I'll echo others and say the set could some attention FIRST before Burst's Crit chance is adjusted. -
Yeah if you're bi-form you wouldn't be using Inky anyway. That being said, Gravitic is still useful even if you just need to stun that Mu lieutenant that managed to skirt your alpha. Plus, you can proc it out and still manage about an 18 second mag 3 stun for 1 sec animation time and do about 85% of the damage of unchain (granted to 10 targets instead of 16) and not require a body, so it's a difference in tactics. Also with that, I can cast Gravitic roughly every 12-16* or so seconds as I slot a FFB in there as well. I'll probably get 5 of those off to every 1 unchain. You may corner pull to handle these mobs and that certainly works. Where as I, as a triformer will open with Gravitic -> Nova emanation while entering melee (because Nova fly does not suppress so this is easy to close the gap simultaneously) into dwarf mire and most everything is dead at that point save for bosses. No time spent corner pulling, no need to buff up before firing off the alpha. But essentially you are right in that a lot of the time, it's less of a build issue, and more comes down to the player input. For a human form only build, because we spend so much time in melee naturally, I find the Gravitic+inky combo to be essential, at least for solo play. Perhaps less so while on a fast moving team, but It mitigates so much dmg on it's own so you don't have to rely on passive mitigation alone(def bonuses, res from eclipse, etc).
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I think both things can be true. The game really isn't that complicated, likewise you will have more ST dps and survivability as a Scrapper in many scenarios like you said but what Nemu said, as cynical as it may sound, isn't really incorrect either. Melee AT's have a much lower skill ceiling than many other AT's while still performing at the same level or better, so the title of "training wheel class" is kind of true as much as it might sound a bit disparaging. It's simply less effort to play and even less so once optimized with an IO build, having many scrappers tuning their attack chain down to just 3 attacks and maybe a couple aoes, being able to wholly neglect incoming enemy CC and in many cases not needing inspirations at all in order to survive, your damage mitigation becomes mostly passive. That's not appealing to many people, especially those who want to create challenge in a game largely devoid of it. Playing a blapper is one of many ways to do that.
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It's one thing to know what a power or powerset is for, it's another to how to utilize it great effect. GW2's classes, their utility skills and traitlines are no different in that respect. Part of the fun is discovery, becoming familiar with a powerset in a hands-on sense will tell you far more about how to use something, that just knowing what it was intended for. I'm not sure a new list will be universally helpful in aiding people with choosing powersets but it certainly couldn't hurt (assuming it's not rife with inaccuracies). Perhaps updates to the character creation screens are in order to help guide players to powersets that might interest them. That being said, players have been known to break the conventions of what certain AT's or powersets are capable of and what they were meant for, so definitions for certain skills/powersets many vary wildly depending on who you ask.
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Will the new Arcane Bolt be useful in Human Form?
Doomrider replied to Dahkness's topic in Peacebringer & Warshade
I tested it on my shade on beta, cast still feels a little on the long side. The travel time for the projectile doesn't really help that feeling. -
Brutes are like scrappers but without the ATO enabled ego and who can benefit more from team buffs than scrappers can due to their higher base hp and resistance caps. But really, Brutes are fine for the most part. You can generally pick a primary and pick a secondary, without having to be concerned if the primary is going to be really weak because you chose it on a Brute or if your secondary has a taunt aura or not. So there is a nice freedom in that. There also happen to be a couple sets that generally are better on a Brute than other AT's, namely Savage Melee due to how the added dot scales with Fury and Stone Melee, that has the superior power order (compared to tanks). Then there is Fiery Aura, which most people are already very familiar with. I think maybe the Fury ATO proc could get looked at since it feels less impactful now that base Fury generation has been improved.
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While many powers are similar with that of their Nova counterpart, some are not wholly identical. Namely Shadow Blast and Nova Blast. Different animation time slightly, different base recharge and base damage values. These powers are similar enough to consider merging: Shadow Bolt / Nova Bolt Dark Detonation / Nova Detonation (Dark has slightly longer animation) The only difference is about a 33% (approx.) increase to base damage for the Nova version. Nova Emanation would be a net gain for Human builds, there would be no Human form power for this to compare to, nor one to merge with. Closest comparison would be Photon Scatter from PB's (again, the human variant has about 33% less the base damage of the Nova variant) I think it would be less invasive just to allow the Nova attacks to be used in Human form, but at 33% less the base damage, if the aim is ease the "slot crunch". Should someone want to only have to slot one set of blasts but have a usable attack chain in Nova or in Human, they could do so, without infringing on how others like to build/currently build, as they would still be able to choose the individual human attacks and slot accordingly for set bonuses or otherwise.
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VEAT: Night Widow and Bane specific suggestions
Doomrider replied to KaizenSoze's topic in Suggestions & Feedback
Bane ranged attacks. Why do they even exist? They are so bad, with a slight exception to Poisonous Ray. Them all having a 2 sec animation makes them feel really bad on top of their base damage being undeservedly low. NW and Banes could maybe use a sliding base crit chance. Maybe 5% at base and 1.5% for each team mate after, similar to Stalkers but at a reduced value. (Stalkers get 10% base, 3% per teammate IIRC) The redraw thing sucks but I remember reading that trying to fix that was going to be a huge task specifically for VEATS with how their powers are essentially modified versions of the enemy powers or something like that. -
Conversely, this would allow Nova Form to also use Shadow Blast if so desired. With it's higher base recharge and base dmg comparative to Nova Blast, and it's better procability. You could have a stronger attack chain early on that way, cycling Nova Blast, Ebon eye and Shadow Blast. And like I mentioned before, but to illustrate more plainly, for 1 power pick (Nova Form) at 6; a human build will not get Nova Emanation and Detonation, 2 aoes for the price of 1 power pick, rather than just Dark Detonation at level 14. There is a lot of net positives to a change like this, however, execution and tooltips may get confusing.
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As long as access to those powers are still tied from Nova form, granting you access to them when you choose Nova form at 6. I'm on board. De-coupling the usage restriction for these powers to the form would actually make it viable for human builds it take Nova for those powers (but use them in human form), increasing their aoe output by having access to Nova Emanation which they currently don't have and still have power picks available to pick up a couple of the shield powers and make them exemp better. You'd still get the higher base damage modifiers granted when using the versions in Nova form (if choose to use Nova) much like how Ebon Eye works currently. +1 Edit: I re-read your OP and had some additional thoughts; the issue with being able to pick either, is there are clearly superior options between the two and being able to make it so you have to pick the power doesn't really do anything for the slot crunch, infact it would actually penalize Tri-forms by forcing them to pick the Nova blasts instead of just picking up the form power and getting access to those 4 powers.
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A note on Rune of Protection changes
Doomrider replied to Captain Powerhouse's topic in Open Beta Testing
I don't think making offensive toggles suppress is gonna suddenly make the game too easy. The mez would still suppress the effect of the toggle and lock you out until the mez was countered. It's the required re-toggling afterward that I'd like see go away. To use a personal example, back on live I used to play a Human Warshade a lot. Countering the mez using break frees was never a big deal, it was part and parcel of playing the class as far as I was concerned. What annoyed me to the point where I just ended up respeccing into forms and not looking back was the 4+ seconds I'd have to spend (after using a break free and once the spawn was dead) to put my offensive toggles back on. I don't mind being mezzed and having to counter it. I just don't like long drawn out re-toggling. It feels very disruptive to the flow of combat and re-toggling, most of the time, only makes sense to do so in between fights. So if i'm mezzed mid-fight but quickly break out of it and continue, I'm most likely spending the rest of the fight without a couple of my key powers. -
A note on Rune of Protection changes
Doomrider replied to Captain Powerhouse's topic in Open Beta Testing
Having offensive toggles suppress when mezzed instead of detoggling would be a nice QoL upgrade for squishier classes. Also buffing value of the mez resistance set bonuses that are already in just about every set anyway would be a good way to provide a meaningful way to reduce mez duration, while not completely invalidating it. Rather than re-working mez like some posters are suggesting, why not just make it less annoying? Nobody likes having to re-toggle powers. -
A note on Rune of Protection changes
Doomrider replied to Captain Powerhouse's topic in Open Beta Testing
There is an awful lot of pearl clutching happening over one persons posts and opinions. Opinions which everyone is of course allowed to have and express but perhaps we should say our piece on the Thread topic at hand and move on, lest this thread just get locked like so many before it. -
A note on Rune of Protection changes
Doomrider replied to Captain Powerhouse's topic in Open Beta Testing
You're right in a sense. Not necessarily about the entitlement part, that's your observation and that's fine. I don't agree with that but I digress... You are correct in the sense that we are at the mercy of the HC team's decisions for any changes/alterations made to the server. However, the team is asking for feedback. I would like to think that would include feedback of all kinds, be it criticism or praise, rigorous testing or just insight/ opinion. At the end of day, if the team decided to pack it in, that is their decision and we would all lose our ability to play on these servers and that would be the end of it. In the meantime, if feedback is going to be asked for, it is my belief it should be honest and respectful but most importantly, without filter. Otherwise what is the point? -
A note on Rune of Protection changes
Doomrider replied to Captain Powerhouse's topic in Open Beta Testing
If RoP was over-tuned or overpowered, why isn't the magnitude of the what power provides being looked at? Uptime (duration) is only one consideration, and if it's being brought in line with the other T5's Origin Pool powers, you'd think these powers would be comparably powerful, except they aren't. RoP even with the same 60's as Unleash or Adrenal Booster will still be in a league of it's own as to what it provides. So standardizing the duration does little to reduce it's effectiveness when up compared to other similarly tiered powers, thus, changing the duration seems like pointless standardization, rather than careful balance to me. I know it's somewhat of a separate issue, but is there any intent to improve the lowered tiered powers in the origin pools? Currently, and with few exceptions, these pools are only providing the illusion of choice and this is certainly not exclusive to the origin pools mind you. Is the intent is to keep power pools generally underpowered relative to primary/secondary power choices? I hear this being argued a lot as statement of fact but I've never seen it be formally stated by the HC team. -
But seriously... this would be really great for a lot of AT's. Re-toggling auras after being Mez'd is such a PITA, it just feels bad. How difficult (and/or time consuming) was it toggle suppression to implement for AA?
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I got into GW2 as a bit of side project about a year and a half ago. It started out as a game for me and my GF to try and play since she doesn't really dig COH (probably because the age of the game). We both found GW2 to be surprisingly fun and still play it about once a week. I've gotten 1 or 2 other CoH buddies into now and we usually play Saturday nights casually, we're kind of still the early nooby stage. The combat is super fun and frantic, so I immediately enjoyed the busy playstyle of the Guardian - Firebrand as well as the flexibility and utility of the class, especially coming from mainly playing Tri-form Khelds. If anyone else has started recently or is thinking of trying the game, feel free to drop me a line in game if you want; Doomrider.6872.
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Focused Feedback: Power Changes (Release Candidates)
Doomrider replied to Arcanum's topic in [Open Beta] Focused Feedback
RE: The duration change to RoP. 2 things will likely result from this change. 1). Less people will take and utilize this power now due in part to the already heavy pre-requisite cost(s) comparative to the uptime RoP will have, which was far from perma to begin with. 2). People who wanted mez protection before incarnate level will just lean harder on Defense amplifiers. I can only speak for myself, but I'd prefer people take actual powers instead of just abusing temps. I wish the other Sorcery powers were even a little bit useful, but sadly they are not. The set as a whole is very lack lustre. With RoP taking a hit, I don't see a lot of point this power pool as a whole. If RoP was too OP, the values it granted should have been looked at, not it's duration. If the status quo is to stay the same regarding power pool powers, don't be surprised when many people just continue to stick to the same old speed/fighting/leadership/x as their go-to power pools.- 379 replies
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QFT. Unless I'm forming the team and recruiting, whereby I usually try to find a happy medium between everyone. Doing +4x8 just because isn't yielding any additional merits for completion, just takes longer for your reward. Maybe remind the leader of that point, perhaps they are unaware.
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I mean I could be wrong about the end portion but I know that's how the health portion works. As a Tri-former I rarely ever run out of endurance so... let me know what you find out.
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Yes sir. Even then, I can only speak for myself but my hp is rarely below 50% on mine, and a quick Reform Essence and back to full anyway.