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Everything posted by DR_Mechano
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Devs: Too much powercreep, not enough challenge
DR_Mechano replied to shaggy's topic in General Discussion
As mentioned there IS harder Incarnate content but no bugger does it. I've seen a grand total of one call for the Magisterium trial specifically in all my time playing the game. That was the final iTrial (which is kind of odd because the Dilemma Diabolique trial actually takes place AFTER it...weird time line issues) and as such expects you to have all your incarnate powers unlocked in order to succeed, not to mention it requires more coordination than say the BAF trial which is essentially 'stand by door, summon pets'. Remember originally incarnate XP was limited to these trials and each one gave a specific XP which couldn't be earned outside of those trials apart from in Dark Astoria. The final one gives advanced which is what unlocked the hybrid. Now you can unlock hybrid without doing any of the incarnate content (which to be honest I prefer, the incarnate XP grind was tedious on live) so it comes down to the salvage rewards. Why bother busting your backside for a slim chance at a salvage reward when a much easier trial could give you the same. -
Literally ANYTHING to stop ranged henchmen from brawling
DR_Mechano replied to Weylin's topic in Suggestions & Feedback
I'm curious to see if and what can be done with mastermind and ranged pets in general. As mentioned prior to the 'fixes' it was broken in another way that melee pets would sit at range and spam their useless ranged attacks (since their ranged attacks recharged faster than brawl) instead of getting stuck in and the 'fix' broke it the opposite way, with ranged pets running in to melee things when they really shouldn't. So essentially it broke the AI for Mercs, Robotics and Thugs (with demons being somewhat ranged and somewhat melee) along with pets like Phantasm. This suggest it was a bodge fix that essentially told the pets that brawl = most close the distance in their AI, whether it made sense or not. So essentially the fix was, noticing a pattern here with the CoH devs, a massive bodge job that didn't really fix the problem so much as transfer it. Unfortunately, in a perfect world the Dev team would have had the planning to include two different Pet AIs, one for melee and one for ranged...sadly this was not the case and instead it seems like pets share a generic AI since this problem affects all pets. So this means just removing brawl might not work because then its removed from all the melee pets as well which might result in them reverting to their ranged spamming ways and never closing the distance. It also means that just making brawl a ranged attack won't work for the same reasons. Really we need someone who knows how to dive into the code to give us at least a TL:DR version of what the problem is, until then we're sort of stuck speculating. -
NPC Exclusive Costume and Hair Items
DR_Mechano replied to FeroshaCouture's topic in Suggestions & Feedback
It's used for literally one NPC and nowhere else but both parts of her outfit is colourable and in the right categories in the NPC version of costume editor on the launcher. https://paragonwiki.com/wiki/Talons_of_Vengeance#Lamashtu Unfortunately those above pics in Kismettes post are either from Rebirth or CoXG which has a large group of artists and coders working on converting a lot of NPC parts into player parts. They also have the Freakshow stuff available. However the problem is because it was developed for an Issue 23 server and not the unique coding of Homecoming, those parts cannot be translated to Homecoming with ease and, due to the animosity shared between the SCORE crew and those running the Issue 23 servers, we're unlikely to get all the massive costume updates they made even if they COULD be easily translated over. Sadly it's also the reason that while we get a new, rather lackluster if I'm honest, AT in Sentinels we don't get things like wind control, water control or the Guardian AT since they were developed for those servers as well, with the Guardian AT not being liked by the HC devs and the creator of it wishing for it to remain exclusive to Rebirth for a period of time (meaning not even CoXG gets it). It does seem that our devs are focusing on power balancing, which is great and all but currently those issue 23 servers have waaaaayyyy more costume content especially since they've massively lifted the unique NPC only restrictions( if its used by a signature villain/hero it usually doesn't get transfered across) which the HC team seem very reluctant to do even if the costume parts wouldn't require work to have it done so. This is what you can do in the current Titan Icon with the -n command -
If I remember correctly it was the first Sentinel set to solo Ms Liberty/Lord Recluse (can't remember which) TF/SF due to the inherent -regen and -res on several of beams attacks (and one in bio) and the single target damage focus of Beam Rifle. I namely use it as an example because it's a case where the primary and secondary work ridiculously well together to cover the weakness of Sentinels. Like I said comparing Beam/Bio to AR/Invuln is like night and day. Assault rifle SUCKS for sentinels because the cones and AoEs (the hall marks of AR is its wide cones with Buckshot, flamethrower, ignite, M30 grenade with Kb-kd in it and Full auto, there's like 3 single target attacks in the whole thing) are overnerfed for them, turning an already mediocre blaster set into a very meh sentinel set.
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The main problem is that, once again, Bio armour is a bit of a breaker. A Beam Rifle/Bio Sentinel can put out stupid damage, more so than even a blaster due to the fact that the offensive mode really racks up the damage and thanks to containment spread it means their limited AoE caps and range aren't as much of a problem (Beam Rifle has fairly crappy AoE outside of its nuke anyway, the sweeping beam is considered a skippable power for example). As mentioned the reason for this is that A) Offensive stance counters the lower damage numbers with adding additional toxic damage ontop and B) Beam Rifle doesn't care about AoE caps since it does poor AoE as a blaster set anyway. However then you get sets that rely VERY heavily on larger cones and AoEs. A set like Assault rifle suffers massively for its reduced AoE caps and range. This combined with the lower damage numbers mean that certain sets end up feeling just bloody awful compared to even their Corruptor counterparts (if I remember correctly Corruptors do the same damage but do not suffer the reduced range and AoE caps). Pair this with a secondary like Invulnerability and you've got something that feels way worse than a scrapper, which would be their nearest competition (Stalkers are too single target focused, Brutes have higher resist caps). So they question is, how do you buff sentinels without buffing Beam Rifle/Bio into the stratosphere? The answer is fairly simple, you remove the AoE and Ranged caps. As mentioned this doesn't benefit beam rifle because its AoE potential is already smaller than most sets (its mostly single target with two narrows cones, one weak, short range and wide cone and one targeted AoE) but does help sets like Archery, Assault Rifle, Fire, Ice..basically pretty much every other set. Their inherent definitely needs to be changed. Currently, if you want the best benefit you have to take both the tier 1 and tier 2 powers (since choosing offensive or defensive buffs relies on using either the tier 1 (offensive) or tier 2 (Defensive). Firstly this isn't very well explained and is incredibly clunky. Secondly because Opportunity HAS to be used on the next use of that power once the bar is full, this leads to problems of, most of the time, the power becoming available as a mob dies since you have to build it up. Doms got around this by having Domination be a button they can press so they don't waste it and Opportunity needs to act the same. What it DOES I'll leave up to smarter people but it needs to be an on demand ability not something that procs on a mob who has 100 health remaining.
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Question for you guys is it better to buy 35s which are cheaper to craft but the pool for converting has a lot more crap in it or buying 41s which strip out some the chaffe but cost more to craft?
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Let's talk about the Knockdown Proc.
DR_Mechano replied to Galaxy Brain's topic in Suggestions & Feedback
It actually makes normally useless powers usable in other sets, Lightning clap and Hand clap, Slap in the KB-KD, slap in the +Recharge chance proc and boom, you got a nice way to keep mobs knocked down by hitting them with footstomp and then just as they finish getting up, hit them with hand clap. In large enough groups and with decent recharge you can actually keep the +Recharge proc chained together from Hand Clap and Footstomp. -
Teleport is the only power I could see needing an endurance cost reduction, when you first get it at low level, you can teleport like 5 times before it empties your endurance bar, combined with the fact that in order to get the most out of teleport you also need to take hover means its one of the few travel powers in game that needs both slotting for endurance reduction AND range in order to get the most out of it, the other travel powers only require the base slot.
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Literally ANYTHING to stop ranged henchmen from brawling
DR_Mechano replied to Weylin's topic in Suggestions & Feedback
Once the tanker changes are done and tested I would love to see this go up on Pineapple and test through a few different iterations. Sadly pet commands don't affect pets like Phantasm which can't be controlled but still suffer from running in to slug things. I think just straight up removing brawl from the pet moveset and the pet AI (if that is possible) on non-melee focused pets. Failing that changing their brawl to have the same range as their regular attacks. Yes it would look VERY silly animation wise but it would fix the problem in a much simpler solution. Thirdly would be the option to replace brawl with an attack that has a different animation but the same damage and recharge but with the standard range. so for tier 1 bots it would be a very weak copy of their regular tier 1 laser attack etc. -
The reason I went with animation and weapon reuse is we're nolonger dealing with a 50 man team, we're dealing with volunteers, with only two things needed to be ported over from NPCs (The stance and the minigun plus shotgun models) it means less work for a designer to do. You say that but look at Axe, War Mace and Broadsword, all of them are literally shared animations with one or two unique animations thrown in plus looking at the work other servers are doing all of them are making use of reusing animations/sets in order to create more ATs.
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Beam Rifle/Bio is considered the outlier for sentinels and is, apparently the winners pick but then you get something like AR/Invuln which felt like a complete dogs dinner to me, the reduce cone sizes and AoE caps on AR for sentinel made it feel piss weak.
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Sentinels could definitely do with a buff, the reduced range and AoE caps really hurts sentinels along with their incredibly lackluster inherent. Personally I'd see the range and AoE cap reductions removed. They're already doing lower damage than a blaster it made no sense to do that too them as well.
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IIRC the second set of ATOs were up on the beta store when the game got shutdown, thus they were never implemented into the live game but were all ready to go and thus included on HC. The two scrapper ATOs are a buff to your crit chance by 2% for all your attacks (it helps a lot more than you'd think) and the other being that the attack you slotted it into has a chance to proc 50% crit chance for I think 5 seconds.
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Literally ANYTHING to stop ranged henchmen from brawling
DR_Mechano replied to Weylin's topic in Suggestions & Feedback
Agreed This doesn't just affect MM pets but controller pets like the Phantasm which has all but 1 of its abilities at range and then will run in and slap something and thus get one shot by an AoE. Someone needs to go through and replace brawl with a power that is basically just brawl with a 80ft range that's if you can't just flat out remove brawl itself. -
I tend to check it daily, I'll log on before work, do my crafting, check the prices when I put an IO up on the auction house in storage, if it's poor for that day, I'll take it back and keep converting it. I am slowly weening myself off of the habit of chasing the 'best' money makers, especially now I'm buying the convertors most of the time with inf rather than having someone funnel merits (turn into hero merits) into the character. I mean that does cut into my margins since I'm now shelling out about 18 million inf per 200 compared to nothing but hey, that's the way it goes.
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If you look at a lot of ATOs they're not as game changing. The Stalker, Scrapper and Kheldian ATOs are huge game changers in my opinion, both are either a allow the AT to deal way more damage than they could without them (I will also point out the minor scrapper ATO in the increased chance to crit is a global like the Stalker 'chance for build up to instantly recharge' where it doesn't matter which attack it's placed in, the whole AT gets that buff whether you're using the power or not). The controller ones are equally disappointing because just like blaster one is a basic damage proc I mean woo...hardly exciting. Tank and brute are middle of the road, while they certainly help the AT, they're not as huge as the Stalker or Scrapper ones.
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I am one of those people that thought that the AE was a rather large waste of resources. The problem was the Devs couldn't decide on whether they wanted it to be just story focused driven, in which case it would solve the farming issue since the arcs would give no rewards but then not a lot of people would use the AE because the missions gave no reward. They could have accepted that giving standard rewards and that people would farm. Unfortunately they tried to have their cake and eat it. They kept nerfing the XP down and down but the farmer mission makers always found ways around this and this led to more and more people not doing the actually good story arcs (those that kept updated as every nerf/update would break an arc, requiring you to go back and fix it, which, after the fervor of it died down, many did not). It took them almost a year of constantly chasing their tail until they eventually just gave up on the whole thing. The Devs choice awards stopped, the bug fixes and balancing stopped, the AE was just left to stand as monument to folly and as a focus for farming. Now I am a great big hypocrite in this regard, why? Because I do use the AE for farming, I mean nowadays I make most of my money playing the market bu for a long time all my inf was farmed with only the occasionally recipe being sold on the AH. I mean if it is there, I might as well use it. I can also say I don't see the AE/PI farming hate on the global channels either...this may be because I'm playing on Everlasting but I've never seen someone berated for offering/asking if there are farms going. It is mostly people just left
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That's a cool idea, not sure how complicated it would be to implement though. The reason I didn't go with an ammo based one (I thought about using something like swap ammo instead of the reload buffing yours has) was because your classic FPS games (and doom 2016) didn't have reloading, it was unrealistic yes but reloading is very much a modern FPS invention. Still I do like your suggestion though.
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I will point out that the Scrapper ATO uniques, much like the stalker ATOs do for that AT, probably take a scrapper into higher damage numbers due to higher chance to crit and periods of high crit. The Brute ATOs, while useful, aren't nearly as game changing in my opinion but that could be my main brute is SS/Invuln and with its one PBAoE taken up by Superior Avalance, meaning I can't put the +fury or the +end discount/regen into an AoE where they would get the most bang for their buck.
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Now before you ask, it isn't a powerset played from First Person mode but instead a powerset inspired by classic FPS games like Doom and Duke Nukem. Right now we have Assault Rifle which is...kind of a tad silly but it's here to stay. So what I'm proposing is an alternative that also lets people use the Chaingun/minigun model and a unique Build up style proc to give it some flavour. This set also resuses a lot of animations and assets meaning it isn't as bad as say inventing a whole new powerset with all new animations. level 1: Pistol (already have animations (would use the less fancy Thugs MM pistol animation) and customization models ingame). Single target, low cooldown, light damage tier 1. level 1 alternative: Dual pistol (As above, uses Thugs MM animation etc.) Single target moderate cooldown, moderate damage. level 2: Shotgun (already have animations as they would share assault Rifle pose and we have several options ingame that are NPC used but not player used). Essentially a copy of Buckshot from Assault Rifle but using a shotgun model. Level 4: Heavy Assault rifle (animations already in game and we have all the Assault rifle models to pick from). Fires a 3 round burst from the assault rifle, an updamaged (damage wise) version of Burst from Assault rifle basically. Level 6: Super Shotgun (same as shotgun). Much wider cone, higher damage, higher recharge version of Shotgun. Level 8: berserk fury. gives half the damage bonus of Build up but also comes with a +50% recharge bonus for rapid firing action. Combined with Hasten you become a death dealing machine for 10 seconds able to spam out all your attacks in rapid succession. Level 12: Chaingun (this would require new customization options bar the one already ingame and porting the animation from NPCs to PCs). A toned down version of Full Auto, moderate damage, much shorter range but a wider cone to compensate. Level 18: Plasma gun (uses the beam rifle models and animations but fires a Proton Volley style projectile). Superior single target damage. Level 26: Chainsaw (we have the model ingame for one and I thought I'd throw a curveball in the set). Extreme melee damage using the momentum version of Titan sweep. Level 32: BFG (again uses Beam rifle animations and models). Essentially a copy of overload from beam Rifle. It would naturally come with a no-redraw mode though due to the high number of model swapping going on.
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Titan weapons is not a recommend farming powerset, it's a tad too slow and bio is a tad squishy since in offensive mode it doesn't max out its resistances to anything. If you want and oddball farming secondary pick /rad. It can easily cap smashing/lethal and Toxic (the tanker version of rad sits at 60%+ Resistances to almost everything, with a few in the high 70s but you're not going to go tanker for farming) plus it has a lovely +recharge aura. While it won't be as efficient as Spines/Fire at farming you'd also have a character you can use outside of farming too.
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Actually what I'd do is instead of BFG weapons. It would be FPS weapons, mimicking the loadout of your classic FPS ala Doom. level 1: Pistol (already have animations (would use the less fancy Thugs MM pistol animation) and customization models ingame). Single target, low cooldown, light damage tier 1. level 1 alternative: Dual pistol (As above, uses Thugs MM animation etc.) Single target moderate cooldown, moderate damage. level 2: Shotgun (already have animations as they would share assault Rifle pose and we have several options ingame that are NPC used but not player used). Essentially a copy of Buckshot from Assault Rifle but using a shotgun model. Level 4: Heavy Assault rifle (animations already in game and we have all the Assault rifle models to pick from). Fires a 3 round burst from the assault rifle, an updamaged (damage wise) version of Burst from Assault rifle basically. Level 6: Super Shotgun (same as shotgun). Much wider cone, higher damage, higher recharge version of Shotgun. Level 8: berserk fury. gives half the damage bonus of Build up but also comes with a +50% recharge bonus for rapid firing action. Combined with Hasten you become a death dealing machine for 10 seconds able to spam out all your attacks in rapid succession. Level 12: Chaingun (this would require new customization options bar the one already ingame and porting the animation from NPCs to PCs). A toned down version of Full Auto, moderate damage, much shorter range but a wider cone to compensate. Level 18: Plasma gun (uses the beam rifle models and animations but fires a Proton Volley style projectile). Superior single target damage. Level 26: Chainsaw (we have the model ingame for one and I thought I'd throw a curveball in the set). Extreme melee damage using the momentum version of Titan sweep. Level 32: BFG (again uses Beam rifle animations and models). Essentially a copy of overload from beam Rifle. Apart from the Chaingun all of this is already available in game and would represent a weapons master without the hokey thing of piling it all onto one weapon. It would naturally come with a no-redraw mode though due to the high number of model swapping going on.
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Yeah a good chunk of brutes are the /fire farming characters so we can at least discount a decent chunk of them as people, like me, made them purely for farming and market purposes without much intentional play outside of that. What impresses me more is that controllers are far up on that list. I agree with SlyGuyMcFly, Brutes sit in that middle sweetspot. They're easy to use, reliable, they can take a hit but also deal out damage. Tankers are reliable and safe but deal piss poor damage, scrappers aren't as tough as Brutes can be, meaning you can't just W straight into mob backs as readily, stalkers take a bit of getting use to and don't really shine until you get both ATO uniques in them turning them from hard hitting bursty damage to hard hitting sustained damage.
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The problem is how often do you see people specifically look for a 'Tanker' when tanking, most are looking for 'tank' which is different, They'll usually takes whichever comes first, Brute or Tanker. In fact Brutes have one thing they can tank which Tankers can't, Hamidon since Brutes get the regen set (which is like the ONLY advantage to Regen these days, that set needs some serious buffs).
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Been taking a variant on the first build posted, dropped Hasten and Moonbeam, took some different pool powers. What do you guys think on these tweaks. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.3 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Terraan revised: Level 50 Magic Scrapper Primary Power Set: Titan Weapons Secondary Power Set: Bio Armor Power Pool: Fighting Power Pool: Leaping Power Pool: Leadership Ancillary Pool: Body Mastery Hero Profile: Level 1: Crushing Blow -- Hct-Dmg(A), Hct-Dmg/Rchg(3), Hct-Acc/Dmg/Rchg(3), Hct-Acc/Rchg(5), Hct-Dmg/EndRdx(5), AchHee-ResDeb%(7) Level 1: Hardened Carapace -- UnbGrd-Rchg/ResDam(A), UnbGrd-ResDam(7), UnbGrd-ResDam/EndRdx/Rchg(9), UnbGrd-ResDam/EndRdx(9), GldArm-3defTpProc(11) Level 2: Inexhaustible -- PrfShf-End%(A), PrfShf-EndMod(11) Level 4: Environmental Modification -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(13), RedFrt-Def/EndRdx(27), RedFrt-Def(27) Level 6: Follow Through -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(31), Mk'Bit-Dmg/Rchg(33), Mk'Bit-Acc/EndRdx/Rchg(33), Mk'Bit-Acc/Dmg/EndRdx/Rchg(50) Level 8: Build Momentum -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(31), GssSynFr--Build%(31) Level 10: Adaptation Level 12: Boxing -- CrsImp-Acc/Dmg(A) Level 14: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(15), UnbGrd-ResDam/EndRdx/Rchg(15), UnbGrd-Rchg/ResDam(17), StdPrt-ResDam/Def+(17) Level 16: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(43), RedFrt-Def/EndRdx(43), RedFrt-Def(43), Ksm-ToHit+(45) Level 18: Rend Armor -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(19), SprBlsCol-Acc/Dmg/EndRdx(19), SprBlsCol-Acc/Dmg/Rchg(21), SprBlsCol-Dmg/EndRdx/Acc/Rchg(21), AchHee-ResDeb%(23) Level 20: Evolving Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx/Rchg(23), UnbGrd-ResDam/EndRdx(25), UnbGrd-Rchg/ResDam(25) Level 22: Super Jump -- Jump-I(A) Level 24: Ablative Carapace -- Prv-Heal(A), Prv-Heal/EndRdx(37), Prv-EndRdx/Rchg(40), Prv-Heal/Rchg(42), Prv-Heal/Rchg/EndRdx(42), Prv-Absorb%(42) Level 26: Whirling Smash -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(45), SprAvl-Acc/Dmg/EndRdx(45), SprAvl-Acc/Dmg/Rchg(46), SprAvl-Acc/Dmg/EndRdx/Rchg(46), FrcFdb-Rechg%(46) Level 28: DNA Siphon -- SprScrStr-Acc/Dmg(A), SprScrStr-Rchg/+Crit(29), SprScrStr-Dmg/EndRdx/Rchg(29) Level 30: Defensive Sweep -- LucoftheG-Def/Rchg+(A), Arm-Acc/Dmg/Rchg(37), Arm-Acc/Rchg(37), Arm-Dmg/Rchg(40) Level 32: Arc of Destruction -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(33), SprCrtStr-Acc/Dmg/Rchg(34), SprCrtStr-Dmg/EndRdx/Rchg(34), SprCrtStr-Acc/Dmg/EndRdx/Rchg(34), SprCrtStr-Rchg/+50% Crit(36) Level 35: Genetic Contamination -- SprScrStr-Acc/Dmg/EndRdx/Rchg(A), SprScrStr-Dmg/Rchg(36), SprScrStr-Acc/Dmg/Rchg(36) Level 38: Parasitic Aura -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(39), Pnc-Heal/Rchg(39), Pnc-Heal/EndRedux/Rchg(39), Pnc-Heal(40) Level 41: Conserve Power -- RechRdx-I(A) Level 44: Maneuvers -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(48), RedFrt-Def(50) Level 47: Combat Jumping -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(48), RedFrt-Def(48) Level 49: Physical Perfection -- PrfShf-End%(A), PrfShf-EndMod(50) Level 1: Brawl -- Empty(A) Level 1: Critical Hit Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(13) Level 10: Defensive Adaptation Level 10: Efficient Adaptation Level 10: Offensive Adaptation Level 1: Momentum Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Musculature Core Paragon ------------