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skoryy

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Posts posted by skoryy

  1. This one's for everyone who wants to answer:

     

    When you first heard of Homecoming and the other private servers, what were your thoughts and feelings about your work here in City of Heroes coming back?  And what were your thoughts and feelings when Homecoming received its official license?  Here we are, twenty years on, and there's a whole lot of us still playing and enjoying your game, what are your thoughts and feelings on that?

    • Like 10
  2. 7 minutes ago, macskull said:

    Empathy is the most popular Defender primary but still manages to be the worst support set in the game, what point are you trying to make?

     

    That actual players are okey dokey with what the forums would consider 'bad' and 'worst'.

  3. 2 minutes ago, golstat2003 said:

     

    I mean . . . the devs are the ULTIMATE spreadsheet nerds  . . . so yeah.

     

    EDIT: And yeah . . . "this feels great" for balancing a game . . . err would not be great. LOL

     

    There's a balance to strike between 'this is what the number crunching says' and 'this is what the players are actually doing.' 

  4. 4 minutes ago, Haijinx said:

    Considering the last brute adjustment reduced their damage so they didn't surpass scrappers, it seems unlikely anything that effects damage is in Gambit's card deck *tm/c/llc/wtfe*

     

    Two things that can be done to improve the brute, just off the top of my head:

    • Replace the Fury building mechanic with something like Quick Form.  It starts building the moment you're considered in combat, and it builds on a logarithmic scale so you have to stay in combat longer to get more out of it.
    • The fury ATO builds Fury quicker and/or unlocks Fury above 90.
    • Honestly, the really big thing would be making Fury 100 obtainable again.  Why have a whole bar if you're never going to use more than 90% of it?
    • Thumbs Up 2
  5. 9 minutes ago, Shin Magmus said:

    Beanbag

     

    Spreadsheets and High Scores right back atcha.

     

    Seriously, though, there's a discussion to be had about lackluster ATOs and making the Fury chase more meaningful that doesn't also mean that Brutes Bad.   Brutes are fine.  They can still be improved!

    • Thumbs Up 2
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  6. 2 hours ago, Greycat said:

     

    None of the options are "obsoleting" anything.  It didn't when COV came out, it didn't when side-switching happened, it's had years (live, "dark days" and post-HC) to happen if it was going to - and hasn't. And no, picking anything that's not "the best option" (and by what metric?) is not a handicap - you have to work *really* hard to actually handicap yourself in this game ("nothing but pool power attacks" or "TOs only") and even *then* you can work through content without too much hassle.  I've run the exact same sets to 50 on a Brute and Scrapper, and tend to prefer brute... not for any "oh, over time you'll do 3% more damage!" or whatever set of numbers we're looking at, but for the playstyle and overall feel a Brute gives - something that, no, I couldn't put down on a spreadsheet.

     

    There's no "competition." There's not a weekly, monthly or yearly limit of how many characters can be made, where every Scrapper made means one less Brute or Tank that can be made before we run out. There's no "you must play this or you won't get the loot/won't win." Other than "we're running an all X AT team," I've never seen a Brute get turned down because we "needed" a "better" scrapper.

     

    Frankly, I see this sort of comment and think the person writing it needs to get out of the spreadsheet and just get back into playing the game.

     

    I mean, there's an awful lot of brutes I see out in the wild despite the constant refrain around here of 'Brutes Bad'.

  7. 1 hour ago, Thraxen said:

    I’d probably put it in midnight grasp so it fires more often and smite and siphon heal would crit. I’m not a dark expert though.

     

    That means you won't get it for Midnight Grasp, though, and that's your heaviest hitter.  Also, having it in Smite means its rolling for proc twice every 7~ seconds.  The proc rate's lower, but it's going to pop up more often in a longer fight.  I'm curious if anyone's ever done the math on that.

  8. He's fun, even if I'm having to continually run ahead of everyone just to keep Soul Drain fueled.  Solo, I need to keep popping purples until he gets to T4 Barrier, so I'm wondering if I should fine-tune his regen powers a bit.  More so since Torrent is just a set mule I use to play Bowling For Skulls in Atlas Park, but having all that recharge is handy for keeping the attack chain up.

    Also, still sorting out how the Critical Strikes proc works.  If'm going Smite -> Siphon Life -> Smite -> Midnight Grasp, it makes sense to put it in Smite so that it procs for Midnight Grasp, right?

     

    Spoiler

    Shaolin Midnight II - Hero Scrapper
    Build plan made with Mids' Reborn v3.6.6 rev. 3
    ──────────────────────────────

    • Primary powerset: Dark Melee
    • Secondary powerset: Willpower
    • Pool powerset (#1): Leaping
    • Pool powerset (#2): Speed
    • Pool powerset (#3): Fighting
    • Pool powerset (#4): Leadership
    • Epic powerset: Dark Mastery

    ──────────────────────────────

    Powers taken:

    Level 1: Smite

    • A: Superior Critical Strikes: Accuracy/Damage
    • 7: Superior Critical Strikes: Damage/RechargeTime
    • 9: Superior Critical Strikes: Accuracy/Damage/RechargeTime
    • 9: Superior Critical Strikes: Damage/Endurance/RechargeTime
    • 11: Superior Critical Strikes: Accuracy/Damage/Endurance/RechargeTime
    • 13: Superior Critical Strikes: RechargeTime/+50% Crit Proc

    Level 1: Mind Over Body

    • A: Unbreakable Guard: Resistance
    • 5: Unbreakable Guard: Resistance/Endurance
    • 5: Unbreakable Guard: +Max HP
    • 7: Unbreakable Guard: Resistance/Endurance/RechargeTime

    Level 2: Shadow Punch

    • A: Superior Scrapper's Strike: Accuracy/Damage
    • 13: Superior Scrapper's Strike: Damage/Recharge
    • 17: Superior Scrapper's Strike: Recharge/Critical Hit Bonus

    Level 4: Super Jump

    • A: Invention: Jumping

    Level 6: Shadow Maul

    • A: Obliteration: Damage
    • 34: Obliteration: Accuracy/Recharge
    • 34: Obliteration: Damage/Recharge
    • 37: Obliteration: Accuracy/Damage/Recharge
    • 37: Obliteration: Accuracy/Damage/Endurance/Recharge
    • 37: Eradication: Chance for Energy Damage

    Level 8: Touch of Fear

    • A: Superior Scrapper's Strike: Accuracy/Damage/Recharge
    • 39: Superior Scrapper's Strike: Damage/Endurance/Recharge
    • 40: Superior Scrapper's Strike: Accuracy/Damage/Endurance/Recharge
    • 40: Glimpse of the Abyss: Chance of Damage(Psionic)
    • 40: Obliteration: Chance for Smashing Damage
    • 42: Eradication: Chance for Energy Damage

    Level 10: Indomitable Will

    • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
    • 11: Luck of the Gambler: Defense/Endurance

    Level 12: Siphon Life

    • A: Superior Blistering Cold: Accuracy/Damage
    • 17: Superior Blistering Cold: Damage/Endurance
    • 19: Superior Blistering Cold: Accuracy/Damage/Endurance
    • 21: Superior Blistering Cold: Accuracy/Damage/Recharge
    • 21: Superior Blistering Cold: Damage/Endurance/Accuracy/RechargeTime
    • 34: Invention: Healing

    Level 14: Combat Jumping

    • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
    • 15: Kismet: Accuracy +6%
    • 15: Shield Wall: +Res (Teleportation), +5% Res (All)

    Level 16: Rise to the Challenge

    • A: Doctored Wounds: Heal/Endurance

    Level 18: Hasten

    • A: Invention: Recharge Reduction
    • 19: Invention: Recharge Reduction
    • 46: Invention: Recharge Reduction

    Level 20: Quick Recovery

    • A: Performance Shifter: Chance for +End
    • 46: Performance Shifter: EndMod

    Level 22: Soul Drain

    • A: Armageddon: Damage/Recharge
    • 23: Armageddon: Damage/Recharge/Accuracy
    • 23: Armageddon: Recharge/Accuracy
    • 33: Armageddon: Damage/Endurance
    • 33: Armageddon: Chance for Fire Damage
    • 33: Gaussian's Synchronized Fire-Control: Chance for Build Up

    Level 24: Heightened Senses

    • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
    • 25: Luck of the Gambler: Defense/Endurance
    • 25: Luck of the Gambler: Defense

    Level 26: Midnight Grasp

    • A: Hecatomb: Damage
    • 27: Hecatomb: Damage/Recharge
    • 27: Hecatomb: Damage/Recharge/Accuracy
    • 31: Hecatomb: Recharge/Accuracy
    • 31: Hecatomb: Damage/Endurance
    • 31: Hecatomb: Chance of Damage(Negative)

    Level 28: Spring Attack

    • A: Obliteration: Accuracy/Recharge
    • 29: Obliteration: Damage/Recharge
    • 29: Obliteration: Accuracy/Damage/Recharge
    • 36: Obliteration: Accuracy/Damage/Endurance/Recharge
    • 43: Obliteration: Chance for Smashing Damage
    • 43: Eradication: Chance for Energy Damage

    Level 30: High Pain Tolerance

    • A: Gladiator's Armor: TP Protection +3% Def (All)
    • 36: Steadfast Protection: Resistance/+Def 3%
    • 36: Invention: Healing

    Level 32: Fast Healing

    • A: Invention: Healing

    Level 35: Boxing

    • (Empty)

    Level 38: Tough

    • A: Unbreakable Guard: Resistance
    • 39: Unbreakable Guard: Resistance/Endurance
    • 39: Unbreakable Guard: Resistance/Endurance/RechargeTime
    • 43: Unbreakable Guard: RechargeTime/Resistance

    Level 41: Weave

    • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
    • 42: Luck of the Gambler: Defense
    • 42: Luck of the Gambler: Defense/Endurance

    Level 44: Torrent

    • A: Ragnarok: Damage
    • 45: Ragnarok: Damage/Recharge
    • 45: Ragnarok: Damage/Recharge/Accuracy
    • 45: Ragnarok: Recharge/Accuracy
    • 46: Ragnarok: Damage/Endurance

    Level 47: Dark Blast

    • A: Apocalypse: Damage/Recharge
    • 48: Apocalypse: Damage/Recharge/Accuracy
    • 48: Apocalypse: Recharge/Accuracy
    • 48: Apocalypse: Damage/Endurance
    • 50: Apocalypse: Chance of Damage(Negative)

    Level 49: Maneuvers

    • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
    • 50: Luck of the Gambler: Defense
    • 50: Luck of the Gambler: Defense/Endurance


    ──────────────────────────────

    Inherents:

    Level 1: Critical Hit


    Level 1: Brawl

    • (Empty)

    Level 1: Sprint

    • (Empty)

    Level 2: Rest

    • (Empty)

    Level 1: Swift

    • A: Invention: Run Speed

    Level 1: Hurdle

    • A: Invention: Jumping

    Level 1: Health

    • A: Panacea: +Hit Points/Endurance
    • 3: Numina's Convalesence: +Regeneration/+Recovery
    • 3: Miracle: +Recovery

    Level 1: Stamina

    • A: Performance Shifter: Chance for +End

    Level 4: Double Jump

    ──────────────────────────────
    Accolades:

    • The Atlas Medallion


    ──────────────────────────────
    Incarnates:

    Musculature Core ParagonBarrier Core Epiphany

     

     

    Shaolin Midnight II - Scrapper (Dark Melee - Willpower).mbd

  9. 7 hours ago, Clave Dark 5 said:

    I never said no one ever gets any nice stuff, I spoke my opinion that this upgrade wasn't needed because it's throwing too much extra power into a pool we're already drowning in.  We already have a whole boatload of all sorts of extra power-ups, so why do we need this one?

     

    And as it's been argued already, this is quality of life and not a buff.  The buff's already there, this is just reducing the running back and forth from your base to get it.

    • Thumbs Up 1
    • Banjo 1
  10. On 4/11/2024 at 3:51 AM, Clave Dark 5 said:

    You bloody well have loads of nice things already, the list would stagger a player coming in cold from Live.  How many more nice things do you need?

     

    You heard the man, no more nice things ever.  You thought you were playing a game?  You thought you were here for fun?  No, you're lucky we haven't made you suffer like we did back in the day when we leveled uphill, both ways!

     

    Sister Psyche in a fridge, man.  Are y'all listening to yourselves?

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  11. 23 hours ago, Clave Dark 5 said:

    A majority of players have probably gotten their new toons to T4 by the end of 8 hours though. 

     

    See, its stuff like this that I can't take the talk of 'powercreep' around here all that seriously.

     

    I mean, if you want to balance this around the START buffs, that's a good idea.  Throw in a couple orange salvage items in the recipe, boom, now you're talking real inf.  There, now you can make it stackable.

    • Banjo 1
  12. 1 hour ago, tidge said:

    I dunno, if none of those AT take longer than 6:20 at +4x8... I don't think this is evidence that one AT outclasses another enough to cry 'Nerf'.

     

    Especially since I'm not sure Trapdoor catches the current meta.  Consider where we went with nuCouncil and nuCircle and X star task forces.

  13. 12 hours ago, twozerofoxtrot said:

    Even a lazy solution like giving Stalker/Scrapper SS crits that ignore Rage's damage enhancements, or half-damage crits, would work. It's not that complicated so as to require the entire set be reworked prior to a port.

     

    Given how things went the last time the devs touched Rage, good luck with getting that through the fire and flame.

    • Microphone 1
  14. 2 minutes ago, Lunar Ronin said:

     

    Considering that both Tankers get their attacks much earlier as of Page 5, and that you can get to level 50 in a few hours... Nah.

    You still get your attacks later than a brute, will get them fully slotted later than a brute, and not everyone farms their way to 50.

    • Thumbs Up 1
    • Pizza (Pineapple) 2
  15. Condider that the tanker advantage at the high end game could be their reward for being less fun leveling and exemping than the brute.

     

    An SG mate's Dark/Dark tank had me considering one of my own until I realized what few attacks he'd have for the first half of his leveling journey.  So I made him a Dark/Dark brute instead.  Much more fun.

  16. Thinking on it...

     

    L;ight-based powers as a counter to all the Dark melees, blasts, and what have you.  Yeah, there's Energy or Rad, but this wouldn't have all the stupid knockdowns.  Its just holy light that does energy/fire damage, maybe returns back buffs or a minor heal as its special trait.

  17. 6 minutes ago, Haijinx said:

    The implications are more relevant to game design.  It says the Homecoming effort to rebalance procs is too little, too late and that, like SS rage, this is the way things will remain.

     

    I'm sorry that proc-bombing is the way things are and will be.  Thoughts and prayers.

    • Like 2
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    • Haha 2
  18. 22 hours ago, ZemX said:

     

    The only thing I was really hoping for when I heard of this change was that I'd see fewer teams running exclusively Council PI Radios... but if that's happened at all it's hard to tell.  Still see plenty of teams advertising Council-only radio groups.

     

    Having run around the island doing radios as of late, I think this is just muscle memory.  Heck, I'd say that Malta's easier since they're just targets once you take out the sapper.

  19. 10 hours ago, Parabola said:

    The irony being that in my opinion stalkers are one of the most team friendly archetypes in the current meta. Any discussion of bad pug experiences tends to bring up the common habit players have of blowing up the minions and moving on, leaving bosses behind for squishies to deal with. Resurrecting bosses just makes this worse. Turn up to a team with a character specifically designed to delete bosses and a willingness to actually fight them and you are making a huge contribution.

     

    Between the ability to delete bosses, the crit chance bbnuses you get for sticking around the team, and that even at low levels you still get crits and assassination, stalkers are possibly the most all-purpose non-EAT in the game: Solo, team, hard mode, or exemp!

    • Like 4
    • Thumbs Up 1
  20. On 3/7/2024 at 7:11 AM, KaizenSoze said:

    What power sets, maybe this should be a different thread, are you finding are suffering disproportionately more now?

     

    Yeah, I think we do need the different thread, 'cause I'm just going to re-iterate that the old S/L/E defense cap meta just isn't going to carry you anymore.  My S/L/E capped blasters get toasted against nuCouncil but I can breeze through them with my elec/elec stalker with his capped resists and Power Sink.

     

    So, yeah, any builds that could just cap S/L/E and call it a day are going to be suffering disproportionately.  

    • Like 1
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