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Bartacus

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Everything posted by Bartacus

  1. I don't think that this is true. At all. First of all, there are a lot of ways to increase difficulty. I'm not asking for +5 and +6 enemies. But, even if there were +5 and +6, controllers WOULD be more valuable because things wouldn't instantly die. Second off, what is with all these controllers talkign about how much they love their controller and then saying it's illusion? Illusion is the LEAST CC controller there is. And it really isn't even talking about the same thing. Phantom Army is a different kind of control that is pretty much always going to be useful. Most other types of controllers aren't very useful in the meta right now unless you're doing a Hamidon Raid and need to kill mitochondria or whatever they're called. That said, Hamidon Raids and the Hamidon mission in LGTF are great examples of content that is more difficult without increasing the level scalar. In addition to this, I think the game in general would be more fun and difficult if less classes had access to soft capped defenses. I don't know if that means giving more enemies -Def powers or what. Because I know people will rage if you take away their set bonuses, even if (in my opinion) nerfing defensive set bonuses would be extremely good for the game when it comes to difficulty and teaming and usefulness of classes. Don't respond to that last sentence as if that's the crux of what I'm arguing, because it's not. Point is, we need more difficult content. there are a variety of ways to go about that.
  2. I haven't read this whole thread, only a couple pages. But I agree with the OP actually.... I miss the days of feeling like city of heroes was a challenge. Unforunately I think incarnates and IOs/set bonuses killed this. I know that people are saying to just 'play with SOs' then... and maybe that's worth a spin if I got a group together to do that. But, I think for the long term health of the game, there either has to be more challenging content or some stuff has to be nerfed. I know the community would outrage if stuff was nerfed, and so that's not an option. And, I agree, some ATs feel completely obsolete. Controllers especially in a team that's actually IO'd feel useless. Why do things need to be held if they're dead? Why do things need to be held if they're alive but the whole team is soft-capped to defense? Controllers actually used to be (arguably) the strongest class. Now, they've been powercreeped out of usefulness. Can you play a controller and still enjoy it? Sure. You can. But it feels silly playing my controller on teams that are actually competent because the only things that actually matter in 99.9% of the content in this game is damage and survivability. Not debuffs, not control, not buffs. Hell, buffing defenders are hardly ever seen because of this. Force Field? Sonic Defenders? why would you pick that when everyone's running around with soft capped defense and close to capped S/L resistance? I don't know. I get why people are upset by this thread because you're having fun with the game still. I'm glad that you are. And I know that there are others that are still just as captivated with City of Heroes at its current state as they ever have been. But for a lot of people, including myself, I worry that there's going to come a day when I get bored of steamrolling through 4x8 missions with ease.
  3. I do the same thing with shiftt+click. Very useful, especially on burst of speed since you can use it 3 times in a row!
  4. I'll be honest I only glanced over this, but my initial reaction is this: How is this different than a blaster that is using either /devices or /ninja? In the case of /devices, your first attack after not attacking for a while does an increased amount of damage (like a buildup type of thing). It refreshes in the same amount of time as a stalker hide. Shinobi from /ninja is also intended to offer something like this. Neither of these offer the range you're thinking of I'm guessing, or perhaps you're really wanting a "crit" instead of just a buildup. I do really like the idea of being a 'ranged' stalker with a narrow cone nuke. Seems cool. I will say, I don't see why this set should receive mez protection. The only ranged character with mez protection is Sentinels, who suffer from lower damage output than their other ranged counterparts (except defender).
  5. look - I'm not saying that it shouldn't sound the way it does... but why is it like 30 decibels higher than all the other sounds in the game? It makes it impossible to have the other sounds in the game at a reasonable volume. Its either I turn down all the sounds so I can hardly hear anything and then Ball Lightning is at a reasonable volume, or I turn them ALL up to a normal volume and the occasional ball lightning makes my ears bleed. who the hell designed that?
  6. as long as the targetting stays shitty I guess I'm happy. otherwise you're changing what the power originally did.
  7. it actually was extremely satisfying to use the Repel ability (Ki Push) from /Martial and then burst of speed into them.
  8. Can't update Voltaic Sentinel! Cottage rule says it has to suck ass and have shitty targeting.
  9. Electric blastings BALL LIGHTNING when it hits a big group. God! it's soooooooo loud!
  10. I'm not sure I understand why Stalker in particular would need to receive the change too considering it's wildly different from the others...? It has no AoE for example. I'm not sure that you really can get rid of something, unless the community was generally fine with beginning to replace the taunt on scrappers with something else since it's so rarely taken. Overall, it just seems like a waste of a REALLY unique and cool power to only have it on blasters. That's what sparked the idea. Burst of Speed is unique as a VERY fast teleportation power that can be used 3 times before it goes on cooldown.
  11. I don't know. I mean, seems fun to be able to chase runners down on a melee too.
  12. Burst of Speed is an amazing power but it doesn't make a ton of sense that it only exists on a class that is primarily ranged. It would fit so well into a Scrapper Primary, like Martial Arts! Is is possible to add this into the possible power choices for that class somehow?
  13. I'm honestly shocked by how many people are against a nerf here. PB + FS is broken. Read the thread to see why. I have an incarnated Fire/Time corruptor too, and its disgusting. I've seen the suggestion that if PB is removed from FS, it should be buffed somehow. I disagree. The power is plenty strong without it, and the Time Manipulation set is plenty strong without it. I think the people saying this are either having PTSD from having their favorite characters nerfed on live OR they enjoy being overpowered in a game that's already too easy OR they would rather not have to remake a build in Mids. I don't know. The other thing I've seen is a constant suggestion to buff other things instead of nerf FS. The problem with this is that the game is already incredibly easy. If we never nerf anything and only buff, the game will inevitably become a snore because it's too easy. It's called power creep. I've also seen the suggestion to just increase the difficulty of the game instead of nerf. The problem with this is that it's effectively the same thing, but harder on the devs. Creating either new content or finding some way to increase the difficulty of CoH takes far more time than nerfing the things that are way overpowered anyway. Note: This thread is not suggesting that we should put Time Manip in the gutter... or make it 'on par' with FF. Rather, that PB + FS is way too strong, and that even if it was not Power Boostable, it would be strong and Time Manipulation would STILL be one of the best buff/debuff sets in the game.
  14. This is what I did for this build - would love feedback since I've never built a dom: Main thing is I wanted to be able to slot procs into creepers since they proc so well. Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Magic Dominator Primary Power Set: Plant Control Secondary Power Set: Psionic Assault Power Pool: Sorcery Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Ancillary Pool: Psionic Mastery Villain Profile: Level 1: Strangler -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-EndRdx/Rchg(3), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(3), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(5), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(40), SprAscoft-Rchg/+Dmg%(43) Level 1: Psionic Dart -- Acc-I(A) Level 2: Roots -- GrvAnc-Hold%(A), GrvAnc-Immob/Rchg(5), GrvAnc-Acc/Immob/Rchg(7), GrvAnc-Acc/Rchg(7), GrvAnc-Immob/EndRdx(9) Level 4: Mind Probe -- Hct-Dam%(A), Hct-Dmg/Rchg(15), Hct-Acc/Dmg/Rchg(17), Hct-Acc/Rchg(17), Hct-Dmg/EndRdx(19) Level 6: Mystic Flight -- HO:Micro(A) Level 8: Seeds of Confusion -- CrcPrs-Conf%(A), CrcPrs-Conf(9), CrcPrs-Conf/EndRdx(11), CrcPrs-Conf/Rchg(11), CrcPrs-Acc/Conf/Rchg(13), CrcPrs-Acc/Rchg(13) Level 10: Hasten -- RechRdx-I(A), RechRdx-I(15) Level 12: Super Speed -- Clr-Stlth(A), Clr-EndRdx(50) Level 14: Spirit Ward -- Heal-I(A) Level 16: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(48), Rct-ResDam%(50) Level 18: Vines -- UnbCns-Dam%(A), UnbCns-Hold/Rchg(19), UnbCns-Acc/Hold/Rchg(25), UnbCns-Acc/Rchg(37), UnbCns-EndRdx/Hold(40) Level 20: Drain Psyche -- Prv-Absorb%(A), Prv-Heal(21), Prv-Heal/EndRdx(21), Prv-EndRdx/Rchg(23), Prv-Heal/Rchg(23), Prv-Heal/Rchg/EndRdx(25) Level 22: Rune of Protection -- GldArm-3defTpProc(A), GldArm-RechRes(50) Level 24: Boxing -- Empty(A) Level 26: Carrion Creepers -- PstBls-Dam%(A), JvlVll-Dam%(27), TraoftheH-Dam%(27), ImpSwf-Dam%(29), ExpStr-Dam%(29), HO:Nucle(31) Level 28: Tough -- UnbGrd-Max HP%(A), UnbGrd-ResDam/EndRdx(31), UnbGrd-ResDam/EndRdx/Rchg(31), UnbGrd-EndRdx/Rchg(33), StdPrt-ResDam/Def+(43) Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(33), LucoftheG-EndRdx/Rchg(33), LucoftheG-Def/EndRdx/Rchg(34) Level 32: Fly Trap -- SlbAll-Build%(A), SlbAll-Dmg/Rchg(34), SlbAll-Acc/Dmg/Rchg(34), SlbAll-Acc/Rchg(36), AchHee-ResDeb%(46), TchofLadG-%Dam(46) Level 35: Psionic Lance -- StnoftheM-Dam%(A), StnoftheM-Acc/Dmg(36), StnoftheM-Dmg/EndRdx(36), StnoftheM-Dmg/ActRdx/Rchg(37), StnoftheM-Dmg/EndRdx/Rchg(37) Level 38: Psychic Shockwave -- Arm-Dam%(A), Arm-Dmg/Rchg(39), Arm-Acc/Dmg/Rchg(39), Arm-Acc/Rchg(39), Arm-Dmg/EndRdx(40) Level 41: Link Minds -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/Rchg(42), LucoftheG-Def/EndRdx/Rchg(42), LucoftheG-EndRdx/Rchg(42), LucoftheG-Def(43) Level 44: Mind Over Body -- Ags-Psi/Status(A), Ags-ResDam/EndRdx(45), Ags-ResDam/EndRdx/Rchg(45), Ags-ResDam(45) Level 47: World of Confusion -- FuroftheG-ResDeb%(A), FuroftheG-Dam/End/Rech(48) Level 49: Indomitable Will -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Domination Level 1: Quick Form 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), NmnCnv-Regen/Rcvry+(48) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(46) Level 0: Marshal Level 0: Born In Battle Level 0: High Pain Threshold Level 0: Invader Level 50: Agility Core Paragon ------------
  15. I think some of these "advantages" you're stating are inherent to other toggle mez protects as well, though. Because of the change to toggles #3 isn't really relevant anymore... since toggles don't drop when you're held unless they affect the enemies. #5 isn't relevant because if you have the toggle on in an alternative pool, you won't have to worry about doing that to begin with. #1 kind of goes back to the advantage of end drain... in that a toggle with end drain is only coming off if you run out of end. Which, is kind of the same advantage of not having to worry about a toggle that costs end. I will concede that stacking the effects is a significant advantage, although I don't think I've run into many situations that I'd have been held with a toggle mez protect anyway. That said, You're completely right. I don't think there is a need to add another auto power activation toggle just for mez protect... but I do think it would be a nice QoL change, allowing sets with these mez protects to have more of a "choice" when it comes to where they want to auto cast. But, I don't know much about the coding in the game and what would be difficult and what would not be. If that is a significant amount of work for a small QoL change, then sure let it be. But, if it's not, it seems like a good change.
  16. yeah, except if you get knocked up on repeat then you can't fire it off. I don't think it's a substantial buff, if a buff at all. It's more a QoL change I'm looking for. clicky mez protects last reasonably long as is, so being able to have it on auto means that it likely would fire off before a fight begins... meaning the power queuing wouldn't affect it anyway. I understand the general concern about power creep with small changes like this but I don't really feel like it's a buff as much as a QoL change. substantial advantages? it has exactly one advantage: you don't have to run another toggle that costs end. I don't really feel like the 'cost' of running a clicky mez being that you have to remember firing it to be a particularly compelling cost if it's going to have one.
  17. Things like SR, Shield Defense, etc. that have a clicky mez protection are required to choose between auto-casting hasten (or whatever their auto cast choice would've been) and auto-casting their mez protect (which, if they forget to click in the middle of a long fight, could end up killing them. I understand why auto-casting multiple abilities has potential to break the game, and I understand why it's currently limited to one. But if there were an option for Defensive Powersets to be able to Auto-cast one power as normal, and in addition the option of auto-casting their Clicky Mez protect ONLY (not just any extra power they want) that would be a huge QoL thing for those sets. I know that the benefit to having clicky mez protection is that you don't have to worry about End Drain from a toggle. But, it feels kind of whack that if you're in that Powerset you're basically required to auto-cast your clicky mez anyway unless you have a killer memory as to when it's going to drop. I've found that in intense fights, it's easy to get focused on all kinds of other things and then sometimes it drops because I was trying to do everything else I could to stay alive and then I'm mezzed to death. Not fun. Sincerely, Someone that wants to be able to auto-cast hasten and my mez protect so I don't die. thx.
  18. WOW i didn't know this!!! I'm going to make a soldier now 😄
  19. I mean, it's not like playing around with it affects the live game. They have a beta server for a reason and I'm sure they have a hidden test server as well where they make changes before they even put it in beta. the literal only reason I don't have interest in VEATs is that I hate that I'm locked into costume pieces that I find to be really ugly.
  20. You're insane if you think wild bastion is useless. Nature is an incredible set that doesn't need any help right now.
  21. Personally, an inherent that gives to-hit and perception to the team and self seems more useless than the current inherent. Especially in end-game content, people aren't really missing their abilities since they have so much accuracy from set bonuses. -Res, however, is always useful.
  22. Hi there! If you have PvP questions a good place to check would be the Homecoming PvP discord: https://discord.gg/g94GmP That said, defenses aren't terribly good in PvP except while your T9 is up (Elude), and to-hit debuffs are ok but the to-hit buffs from a Sentinel's dark blasts are pretty low and unlikely to affect accuracy that much, especially when the opponent has aim or build up. Sentinels are reasonably good in PvP though from what I understand due to their high HP cap and ranged damage. HP tends to be more important in PvP than defenses/resists because it all gets DR'd pretty hard. Everything I've said is pretty general, and I don't PvP very much anymore. But, check out the discord and most people there would be happy to explain and answer any questions you have about PvP in the future.
  23. God dude people get so triggered any time a PvP only change is suggested. This is purely a PvP QoL change that takes basically no resources to implement.
  24. I can't get the 'check for updates' button to do anything at all. I'm updated on .NET framework and all that. fresh install. What's going on??
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