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skoryy

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Posts posted by skoryy

  1. 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!

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  2. 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
  3. Rad Armor is very much an offense-friendly set, what with the recharge, recovery, and the crash-free damage boost from the T9.  I pair it with Street Justice because crunchy smashy, but I can see it easily working well with Fire too.  

     

    I can also see Shield and Martial Arts co-existing, less Storm Kick topping off your defense than Shield Charge giving you an extra AoE you'll really need.  Take it from me, the WP/MA tanker who relies on a weaker Spring Attack.

  4. The only bad PuG experience I've had so far was hopping on a team running at way too high a difficulty for midlevels.  After several faceplants, I noticed that the team leader was a mastermind but I didn't see any pets about.  Turns out he was running petless.  That's when I headed for the door and his the quit team button.

    • Like 1
  5. 1 hour ago, Sunsette said:

    I'm glad it's not just me that feels this way. I didn't test out these changes on the beta server because I liked the sound of them and welcomed the idea of shaking up stale groups, but the execution has felt somewhat misaimed. Though as always, I acknowledge this is a tricky thing to execute.

     

    I did some beta testing to see just how tough the new Council was, I didn't have any problems then.  It didn't really hit me until this afternoon when I was slogging through Warwolf bosses during lunch. I thought I could do a quick hero tip and that quite didn't work out.

    • Like 1
  6. On 3/4/2024 at 9:15 AM, Sunsette said:

    When I look at the missions that HC added to Cimerora, too, I feel like they're leaning too much on making way too frequent random HP sponges that lack tactical counterplay to slow things down.

     

    Shaking up the S/L defense meta and making fights more tactical?  Cool, I can dig that.  My Rad Armor tank can finally flex at the Invulnerables!

     

    Spawning massive bags of HP that can barely touch me?  That's just wasting my time face-rolling my rotation until the bad doggo goes plop. There's little strategy involved, he's going to spawn regardless, and almost every spawn as well.  That's really not all that fun.

    • Like 1
  7. In no particular order:

    • Phantom Lass, Staff/Dark/Energy brute - my best blend of damage and durability, and also the best exemplar-able build thanks to fury and staff forms
    • Relativity Rabbit, Elec/Time/Energy controller - another durable build, though with an eye towards team support while still doing respectable damage, hella fun both team and solo
    • Nightlight, Elec/Elec/Mu stalker - built for resist, defense, heals, and end drain, so he's surprisingly durable, might need to rework a bit to improve his AoE though
    • Agent Trinity, Rad/StJ tanker - slightly behind my WP/MA tanker for survivability but can handle +4/x8 these faster
    • Actionette, Rad/Atom/Mace blaster - when you absolutely positively want it arrested right now, accept no substitutes
  8. 2 hours ago, Grouchybeast said:

    They've always seemed to me like a slightly broken edge case, and I don't want to end up with a bunch of broken characters that need to be rebuilt when someone at HC gets round to updating them.

     

    It's been five years and several pages.  Throw in the brouhaha when Rage was even touched, and it's safe to say that the odds on this happening are slim and none.

  9. Procs are arguably good game design in as much they're a fix for more debatable game design decisions like IOs and incarnates pushing tanks and DPS ahead of support and control.  Procs make my elec/time controller into an even more fun little bun of chaos, as well as my upcoming time/DP defender. Neither would be as much fun without them.

  10. 2 hours ago, Relvinian said:

    They were opposite of what I believe in politicially, morally, and they had nothing whatsoever to do with the game.  And it went on and one with multiple participants.  I made the mistake of pushing back against the narrative they were pusihing.  Then they started calling me hater, bigot, all that stuff.  And telling people to globaly ignore me.

     

    "General chat is a sewer because people disagree with me when I make political and moral declarations."

     

    That's not a general chat problem, amigo.  But at least I do have yet another account to add to my global ignore now.

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  11. 22 hours ago, KITANYA said:

    Maybe they should make Storm Cell bigger and with less recycle time/cast time?

     

    Isn't Storm Cell quite small in radius?

     

    Eh, you should be slotting Storm Cell for recharge over damage before you get to IOs.  I had mine two slotted for recharge and it was up often enough that I didn't have to worry.

     

    Now with a full IO build, it's up every 16.7s, which is plenty fast enough that I can re-summon and re-position if needed.

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  12. 6 hours ago, GM Crumpet said:

    The thing with live was people were restricted on how many names they could have and so a name release policy wouldn't really have too much impact. We now have 1000 slots and unlimited accounts. I have seen accounts with 300 and 400 level 1's that are just name camping. They are never going to be used. The chances of an individual name being released is small on it's own, but cumulatively when there are just so many sitting idle the effects can be huge. The solution I suppose is to rename them all really badly so nobody would try for that spelling 🙂 

    I would think this would be where a mass manual renaming tool would be handy.  Just something for the GM to click all those level 1s and rename them 'No########'.

  13. 22 hours ago, WuTang said:

    Ok I've stated before that I prefer a side of tank with my DPS, but I tried rolling a scrapper and blaster and had to set the missions to -1 or I was toast. Surely it's me...and my in their face fighting style. Or is it just that early days are tougher on pure DPS?

     

    You're going to pick up all the debt badges on a blaster, regardless, its the nature of being the glass cannon of glass cannons.  Though I can offer up some tips for the early blaster game:

    • You're not a tanker or a brute who can just roll through picking fights.  You'll need to approach each group tactically.  Experience will teach you which targets are the most annoying - not necessarily the one that cons the toughest - and you'll want to prioritize how you take them down.
    • Mr. Build Up and Mr. Snipe aren't just your friends, they're your best friends.  Snipes can hit from outside aggro range and they hit hard.  Pick that annoying target, hit build up and snipe, wait a couple seconds, and watch them evaporate without even knowing you were ever there.  You can even do a really good number on lieutenants with them too.
    • Your secondary is going to give you some melee attacks.  I wouldn't prioritize slotting them before your ranged attacks, I wouldn't even recommend using them unless as a last resort, or you're in a good group, or you've reached late into the game enough to rack up enough defenses and IOs to begin your proper life as a blapper.
    • (Late and end game as a blapper is maybe the most fun this game can offer.  Just insane amounts of damage and chaos.  Its glorious.  Highly recommended.)
    • Your mezzes are nice and your starter immobilize can even do decent damage.  Use the immob frequently to keep the brawlers from putting an axe in your face.

     

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  14. 44 minutes ago, PoptartsNinja said:

    One of the purposes of this seems to be to separate out Defenders and Corruptors, to encourage people to play Defenders more in high level content. So the question is: what about high level content is hostile to Defenders (and Masterminds, and Kheldians)?

     

    It was an issue, at least some time back, that incarnates and IOs made control and support powers not really useful at high level content.  No real need for buffs when you can bring your own, and no real need for controls when you have taunts and spawn-obliterating nukes.

     

    Mind you, I'm also a controller enthusiast who enjoys running out ahead to see how much chaos I can bring before the team catches up, but I also proc mine out to the gills so...

  15. 15 hours ago, Water said:

    It only serves to show to a new player that once you you are fully slotted you can ignore your team mates and just take off to show off how 'GRAND' you are at the game with your 'ace' powers and enhancements.

     

    I'll just say we've had this discussion here before multiple times.  Twenty years of combined player experience plus incarnates plus cheap IOs equals players being able to solo or at least soften up anything.  Hence the new hard mode TFs.  If you really want team play, that's what you should be looking for.

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  16. 14 hours ago, Captain Fabulous said:


    Excelsior...
    image.gif.19e282268080d7a8627bab8e90f44699.gif

    Everlasting, Indomitable, Reunion, Torchbearer...
    image.gif.a3b09cad0a074e77fd59aa23c4dd509d.gif

     

    Let me fix that for ya.

     

    Excelsior:

    download(1).jpeg.59c6cd19fa09b4eb9d948814b10f3798.jpeg

     

    Indomitable:

    551ad61deab8eae178285bd0.thumb.webp.cc694769f5d77b52465041e189305a7f.webp

     

    Torchbearer:

    91g-rRGeYXL._AC_UF10001000_QL80_.thumb.jpg.7cf17b3daaff0d154399a75d608ba523.jpg

     

    Everlasting:

    My-Hero-Academia-Deku-Ochaka-Katsuki.thumb.jpg.3b7892219ae9e0e972477066ecb90aa6.jpg

    • Haha 2
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  17. 5 hours ago, Cobalt Arachne said:

    This free bonus is not an attempt to disrupt the City of Heroes element of 'any team can work', because while that's always been true...
    'any team can work well' has never been a guarantee and there have been plenty of teams I've joined that have been rough experiences because the composition just wasn't considered while forming the team. While lopsided teams can always work, they shouldn't be considered the ideal or baseline experience to strive for giving our new players.

     

    I feel like this is getting ignored.  Anecdotal evidence, of course, but last night I was on a Manticore run with one brute, one controller, one scrapper, one sentinel, and four blasters.  (Yeah, okay, I was one of the blasters.)  We had about thirteen faceplants during an hour and a half run, a couple times because I- er- some of us went the wrong way but often it was a matter of running into two or more spawns at once and not having enough aggro and support to keep everyone upright.

     

    You any team can work, sure, but a lot of that is post-50 incarnated experience.  An experience that, I will note with the CoT and Council changes, isn't going to stay the standard for too long.  Diverse teams can and will work better.  Rewarding diversity is a good idea.

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