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Clam Leader

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Posts posted by Clam Leader

  1. Whatever changes may come. There are 2 primairy things nessecery for the continued functionality of the ATs 

     

    Number adjustments. At the moment Kheldians suck, this isn't a debatable statement. Our numbers are so bad that even with extensive animation canceling we are barely competetive in terms of dps. Our 'tank form' is too squishy to tank any content that is actually hard. Our dps form damage caps way to easily and lacks any heavy hitting blast that a blaster might use. Any rework has to address this issue or it will be a failure from the moment you say go.

     

    And second we need a reason to want to use our forms, and this is where the inherant could come in. It could be as simple as micro defiance for nova and some sort of regen/taunt aura for dwarf. Just something to make you want the forms (human included) beyond 'I want to click dwarf mire'

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  2. 39 minutes ago, arcane said:

    Another contributing factor is that these new pylons apparently don’t deal damage. Until I realized that, I assumed your Fire Imps actually surviving long enough to contribute DPS was some sort of test server hack. I guess they’ve made the pylon test that much easier.

     

    Back when I was doing pylon runs on doms, Phantasm and Umbra Beast had no chance without Spirit Ward, and Fire Imps and Haunt had no chance at all.

    I missed this, the pylons are actually even more dangerous, but they added pylon dummies that dont fight back so that testers dont interfere with MSRs.

  3. 1 hour ago, arcane said:

    Would be nice to see no Envenomed Daggers, Geas, etc this time. Every Dom time posted was a completely unrealistic eye-roller.

     

    I agreed with you at first ( if you my PB time it was with only 1 temp power and I couldn't control that power as it was the aura of mot) but after speaking with Koopak about it more I see what hes going for here.

     

    The goal is not to have a 'standard test' or a compilation of data that can be viewed by the general player base. The goal is to find the absolute peak, the "we took out the breals and steering wheel to shed a few pounds" level of optimization. Because in alot of organized groups these days, survival on a dps build is wasted.

     

    Think of it in terms of WoW, where raiders spend more time getting world buffs than they do on the boss. Which is something very untested in cox due to the way the cimmunity obsesses over 'realism'

  4. 36 minutes ago, FlammeFatale said:

     

    Well, by definition, if you don't need it, it is wasted.  But in my experience, you need quite a lot against certain enemy groups at max difficulty. When you faceplant, you deal 0 damage.

     

    Also, I am not sure we are talking about the same thing. You mention increasing damage "from outside sources". What are these outside sources? 

    When I test a build, I test it solo.  I don't get buffs from team mates or a buffbot. Are you talking instead  about inspirations in the mail? Power amplifiers? I do not use any of these.

     

    Same with "quick completion of content". I am not aiming for quick completion of some content. I am aiming for completion, not necessarily quick, of all content.

    I don't build for a vacuum. I test things solo, sure. But I'm not a hardcore solo player, I specifically focus on general group functionality. Which comes with assumptions that I don't need to tank everything, and that I will be getting some outside survival buffs. But more importantly, failure just isn't a possibility. I don't need to build to avoid failure because the conditions I play in success is assumed. Therefore I focus on achieving that success either more quickly or more smoothly.

  5. 9 hours ago, FlammeFatale said:

     

    There is a difference between "completely disregarding", and noticing that they are not representative of performance in actual gameplay. Single-target damage is important against AVs, as you said. In this case, pylon times can give an indication of performance.

    But AV fighting is again only a very small part of the game. 95% of the game is fighting groups of enemies.

     

    In my opinion, to evaluate a build, it is more important to see how it performs solo against various types of enemies and missions. How does it handle 3 waves of +4/8 arachnos ambushers? 3 waves of the new CoT? Mob spread out is some missions, so that they cannot be AoEd? 2 groups so close you cannot avoid fighting both at the same time? 4 simultaneous new tarentula mistresses with my poor poison controller (confuse immunity)? With my poor Dark dominator (confuse AND fear immunity)?

     

    Under those stress-tests, I found that the most important was, in this order:

     

    1. Survivability 

       This means defense (with positional being king), resistance, controls, debuffs, heals...

     

    2. AoE damage

     

    3. ST damage

     

    ST damage is only third, unless you want to specialize in soloing AVs. But then you would not roll a warshade and probably not a PB either.

     

    I think one of the good things about pylon testing is that it is standardized. It is good for comparing attack powers and rotations for a given AT. It is impossible to standardize my method of testing builds. I can only use it to compare my own characters, not to compare them to other players. But who cares how other players perform? I don't. This is not a competitive game. 

     

     

    I disagree fundamentally. 95% of the game may be groups of mobs. But 95% of that barely matters. And every point of survivability you dont need is wasted build resources. Damage is one of the hardest things to increase from outside sources, and what sources do exist will boost an optomized build even further, and the only bottleneck to quick completion of content.

  6. Most kf these changes are not 'targetted' or designed to achieve anything specific with in the game. You only need to look at how consistant these changes are to realize that they are designed to get all APPs and PPPs to fit with the presumed formula that should apply to these pools. Which is a decent idea for balance.

     

    Its just too nad the formula is awful. It turns otherwise interesting powers into usable twice a mission trash simply throigh the CD increases alone. The holds, dominate, char, etc. I dislike the 24 second cd, but I get it.

     

    The real issue is the flashier stuff that only some ATs get, Quicksand on tanks was already bad. Now its worse. Hoarfrost as is coming to defenders? Basically dead on arrival due to a NINE MINUTE base cooldown.

     

    Are there some powers in these pools where an increased base cd is reasonable? Yes. But 3x? For all the best utility? Is actually just unforgivable for how it makes the most exciting APPs actually just frustrating to think about what could have been.

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  7. This is actually just incredibly dissapointing. The aether bonus was small enough to encourage good team arrangement while not being so large as to matter extensively.

     

    These badges accomplish nothing.

     

    Anyone that thought people were going to speedrun ... what? Tin Mage? For 1 aether per alt. Do you really think 40 merits arent already enough pf a reason to do that? Which are worth far far more than 1 aether.

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  8. Alot of these nerfs to bring outliars in line with the epic design equation or whatever just feel and play bad. Nerfs to powers that are already mid at best just so they can fit the 'equation' feels awful and sounds awful.

     

    I love thematic options but whats the point of a power you can only use once every 4 or 5 spawns? It feels like were back in the era of statesman and his 'vision' when it comes to some of these changes.

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  9. 9 hours ago, Cobalt Arachne said:

    If the consensus here is that this change will be a negative for the game, we can simply remove the free bonus and drop this feature.

    The sense I'm getting from reading feedback is that many feel like any attempts to influence the nature of team assembly is antithetical to the nature of City of Heroes.
     

    Fwiw, I was iffy about certain aspects of this feature. After reading explanations I fully support this feature, and if this goes the way of beanbag (with the whiners getting what they want despite it being worse for the community over all) I will be sorely dissapointed.

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  10. Posting an update on this

     

    Most recent time was 58 seconds as of about 5 minutes ago.

     

     

    Worth noting I have the 9% damage buff from the end of Dream Doctors story arc, I tried to remove it but I'm not able and I can't really wait it out since its 120 hours of in game time and I'm only able to spend 3 to 4 hours in game at a time. If you remove that I would still be at 59 seconds.

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  11. So, with all the talk about Arachnos being an issue, I sat down and ran a few missions for the first time in nearly a year. Now, I'm extremely rusty but I can see why you would struggle.

    You have to really play each pull smart against Arachnos on +4/x8. Corner pull, prioritize targets, and don't be afraid to pop a blue now and again. I never died, but there were a few times when, during the final window of ageless I had to pop a blue or two to keep my end up.

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  12. 19 hours ago, Harakh said:

     

     

    O good its not just me >.<

     

    Yes the build works great on non arachnos (and carnie) just like any other perma lightform build would.

     

    I almost feel like Koopax has either a major modified build that just incorporates the +end recover factor, or you, Koopax, are so good with #'s you theory played the build in your mind hah. Shiet comedy aside @Koopak can you help us achieve your success pleeeeassseeeee.

     

    @Clam Leader you were the original creator of the build in discussion. Are you able to shed any light on what we might be doing wrong?

     

    Ill be honest, I don't know what to tell you. I run ageless for end and do an animation cancel aoe chain of nova cone dwarf tp nova aoe dwarf flare solar flare/nuke for hard pulls. Letting me open by killing most mobs.

     

    Then I run ageless core because even with perf shifter procs that chain eats like 50+ end in 3 seconds.

     

    Then I animation cancel into quantumn flight anytime I feel like I might die and then reset the pull.

     

    As Koopak said, I spent the better part of a year practicing different chains, from damage to substituting dwarf sublimation for dwarf smite when I needed healing. My goal was to make every little ounce of utility the build had available literally at anytime. Be it healing, phase shifting, tp, KD, etc.

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  13. 49 minutes ago, Harakh said:

    Im most certainly going to dig into your build and see what I can take away.

     

    As for your tip on killing arachnos... There is more to it than that 😂 ... The endurance drain alone from arachnos and high energy resist I imagine would leave you drained of endurance before you can kill all the Mu. Do you mean "load up on inspirations, and kill"? Nothing wrong with that, although I tend to not rely on inspirations, not every single build, but I like to use them as a treat not a gap filler.

     

    Either way your playstyle looks enjoyable, tyty for the share.

     

    Nah, as shown in the video I just do enough damage and KD that they dont get a chance to attack my lack of defense. Between that and lightform and the many healing options Ive never had much trouble.

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  14. 13 hours ago, Harakh said:


    Appreciate you sharing your perspective on the use of UP from FoW. It definitely has its place in certain builds such as my ranged defense build. I wouldn't use it if I didn't build for defense however.

    I've also seen a lot of talk about best PB dps chain and cross punch being in that chain. I've yet to try CP in my build, but would really like to try something new. My concern with switching out UP is then the soloing of harder content (I like to keep at max difficulty to bring some form of challenge to an easy game). Are you capable of soloing arachnos at max if so could you tell me how you do it without UP? If you've got the fix please open my eyes lord ^.^

     

    **what was more efficient building? More dps?
     

     

     

    I just run a 0 defense changeling build and have solod most non-4 star content on +4×8. The key with Arachnos is just kill everything.

     

    I actually happen to have an early trapdoor run to demonstrate.

     

     

     

    also it appears my earlier build was the wrong version. This is the actual build O run.

     

     

    image.png

    image-1.png

    Highlight_PB_v3.mxd

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  15. 3 hours ago, Harakh said:

    Unleash Potential from FoW.

     

    I'm more curious what pool combos you'd advice to accomplish soloing the harder mobs for pb since you don't advice FoW. Or I guess why do you see it as not useful for pb? I'm either unaware of some awesome combo or it's possible FoW can be useful for peacebringers and as such you might not want to turn people off it so quickly.

    Theres nothing wrong with FoW realistically, the opportunity cost is just too high. You need 3 power slots (two of which wind up mostly dead) and a pool pick, and thats not even accounting for any slots you might want.

     

    I myself used it for a while and loved it, but realizing I was investing so much for a situational power lead to alot more efficient building after the fact.

     

    As for specific suggestions, PBs have so many good utility powers already I would look into those, or cross punch, I love me some cross punch.

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  16. I figured since some folks werent sure what this was I would upload a video.

     

    This was a pretty average run. The personal best was about 7 seconds faster before I gave up on the build, when the 'rework' was announced.

     

     

     

    Edit: Woops just noticed Luciana posted a video guide already. Regardless though I did see one thing I disagree with. The statement was made that a PB cant compete with damage ATs with changeling set ups. As demonstrated above PBs can hit a level where only the most optimized of dps ATs can compete.

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