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Major_Decoy
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Everything posted by Major_Decoy
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I'm not terribly excited about rest having a 100% knockback effect.
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I think that's impossible. There are contacts who you get along worse with as you do their arcs.
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Enhancement sets - would a set of 7 or 8 within a set make sense?
Major_Decoy replied to Ukase's topic in General Discussion
But, honestly, I think this would be a good change for Archetype Origin sets, if there's a way to make it so you can't slot more than six enhancements of the same set. Right now, unless I'm mistaken, then are mostly two types of sets, Masterminds have Command of the Mastermind which almost follows the damage scheme, except with dam/end instead of dam/rech, and Mark of Supremecy which is nothing like the other sets at all. Acc/Dam, Dam/Rech, Acc/Dam/Rech, Dam/End/Rech, Acc/Dam/End/Rech, Rech/proc (for damage powers) Acc/Con, Con/Rech, End/Rech, Con/End/Rech, Acc/Con/End/Rech, Rech/proc (for control powers) These sets are good enough that most people do try slot them both already, but what if a blaster could choose between acc/dam or acc/range? Or a tanker deciding to use Taunt/End/Rech? -
Enhancement sets - would a set of 7 or 8 within a set make sense?
Major_Decoy replied to Ukase's topic in General Discussion
Defense/Recharge is vital for Mind Link. Mind link cannot slot recharge, so it ignores the recharge aspects of Hamidon Enhancements and the Alphaslot, but it doesn't ignore the recharge aspect of invention origin enhancements. -
General Aarons is a tactical genius. He knows that key to every battle is running up to your enemy and smacking them with your pistol.
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Yeah, that's fair. Inky Aspect and Gravitic Emanation can lock down a boss. I wouldn't trust procs to do it, but two 100% stuns work, and Gravitic Emanation can be slotted so the duration is longer than the recharge. Stone Melee can kind of do something similar with Fault.
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Enhancement sets - would a set of 7 or 8 within a set make sense?
Major_Decoy replied to Ukase's topic in General Discussion
I think there are some sets it makes more sense than others in. Sudden Acceleration, for Example. If you six slot Sudden Acceleration, then the Knock-back to knock-down is negating part of every other enhancement in the set. If there was a seventh enhancement that you could slot instead of knock-back to knock-down then it wouldn't be a largely self-defeating set. -
You're being obtuse. Everyone in the game has access to holds. EVERYONE! Are you going to say that every archetype controls like a controller?
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It feels as though you are ignoring the entire content of my posts. Yes, a Kheldian can blast in Nova Form, it can tank in Dwarf form, but I'm disagreeing with you that it buffs/debuffs like a Controller or Defender in Human form. It controls like a Tank in Human form. Just look at the recharge times and durations of the controls on a Kheldian. Single Target holds Gravity Well: Range 7 feet, 13.41 second hold, 20 second recharge, 2 second cast time, average damage (50) 167.34 Seismic Smash: Range 7 feet, 9.5 second hold, 20 second recharge, 1.5 second cast time, average damage (50) 188.08 Dark Grasp: Range 80 feet, 22.35 second hold, 8 second recharge, 1.67 second cast time, average damage (50) 30 Incandescent Strike: Range 7 feet, 13.41 second hold, 20 second recharge, 3.3 second cast time, average damage (50) 167.34 Knock-out Blow: Range 13.2 feet, 11.92 second hold, 25 second recharge, 2.23 second cast time, average damage (50) 188.08 Which of these holds is "Like a controller"? I will give you that Glowing Touch is the exact same power as Heal Other. I do not agree that this allows a Peacebringer to buff like an empathy defender. And that is the only "Non self targeted" buff across both archetypes. Peacebringer Glinting eye Defense Debuff: 18% Blaster X-ray Beam Defense Debuff: 14% Corruptor X-ray Beam Defense Debuff: 20% Defender X-ray Beam Defense Debuff: 25% It definitely doesn't debuff like a defender. This is why I say it doesn't feel like a jack of all trades. It can substitute for a tank or a blaster, and a Tank can't blast, and a blaster... a blaster won't be particularly good at tanking, though with enough support I'm sure the blaster will be fine.
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Peacebringers also get a single target melee hold and a lot of knockback. Knockback is actually a pretty good control. They're fairly comparable to a Super Strength Tank, which gets Knockback, a PBAoE disorient, and a melee hold. Or a Stone Tank that gets knockback, a Targeted AoE Disorient, and a melee Hold. The PBAoE disorient toggle can also be found on Dark Armour. A targeted AoE disorient can be found on Stone Melee, None of these are controller or defender sets. I don't feel like one ranged heal and defense debuffing is really enough of a foot into "I know a little about being a defender" unless you're going to say that a Shield Tank and a Radiation Tank are jacks of all trades because they get a defense aura and a PBAoE heal respectively. And tanks can also get Tar Patch, Darknest Night, or Melt Armour. If I was recruiting support for a team and got an Radiation/Pain Domination Corruptor who only took Soothe, I would feel like I didn't really get a support character. This is not to say that Glowing Touch cannot be helpful, I'm sure it has its uses. I just know that when I play defenders I don't really find myself using heals very often. What I consider key to controlling is being able to stack hard controls on a boss and lock them down. This could be done with Disorient, Hold, or Confusion, but Incandescent Strike and Gravity Well are both holds so it'd make more sense to add a second hold to both sets. (it can also be done with knock-down, but that relies much more on player skill and, depending on knock-down percentages, player luck) The defense debuffs and slows are pretty nice as secondary effects to attacks. On comparable attacks, like Gleaming Bolt and Neutrino Bolt, Blasters get -7% defense, Peacebringers get -9%, and Corruptors get -10%, and that seems appropriate, but I still think it'd be good to give Kheldians access to a buff and a debuff each, and not just a single target heal. Edit: To be fully frank, I trust defense debuffs a lot more when they don't require a to-hit roll. If Peacebringers had just one defense debuff that didn't require a to-hit check, I'd have fewer complaints.
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That might have been the intent, but they are not a jack of all trades. They have about as much control has a Tank. The Nova form is kind of a blaster, the Dwarf kind of a tank, but they don't really try to be controllers or defenders. Arguably Tankers are better at being defenders and controllers because they actually get access to controls and debuffs via ancillary and patron power pools. I will say that the Warshades actually do have good recharge slows, but Peacebringers just get defense debuffs, which aren't as helpful. I think Kheldians can get better at control and debuffing without threatening controllers and defenders. Replace Peacebringer's Glowing Touch with a luminous themed Enervating Field or Lingering Radiation. Replace Warshade's Nebulous Form with an Umbral themed Tar Patch or Darkest Night. In both sets, choose one of the other blasts in the set and add a hold so that both Kheldians have access to a ranged hold. Edit: the more I think about it, I think that kheldians can have one team buff and one debuff without stepping on corruptor's toes. Add a "Grant Cover" type effect to Warshade's Shadow Cloak and give it both some DDR (maybe 8-12%) and slow resist 20%. Turn Peacebringer's Conserve Energy into a luminous themed Recovery Aura that gives some endurance resistance and recovery resistance.
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When I think of a "City of Heroes 2" at this point, it is in the context of "What changes can be made to this game without needing to create City of Heroes 2?" Getting rid of Origins is City of Heroes 2. Reducing Primary and Secondary power pools to five powers instead of nine is City of Heroes 2.
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I'd add: Procs care if the power they're slotted in is active. If you have a proc slotted in a level 49 power and you exemplar down to level 32, you will lose that power, and therefor that proc. Globals don't care if the power they're slotted in is active. If you have a global slotted in a level 49 power and you exemplar down to level 32 (and it's attuned and the minimum level is 35 or lower) then you will get the bonus as long as that enhancement is slotted in your active build.
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Missions that change the world state
Major_Decoy replied to SirArthurIV's topic in General Discussion
Yeah. When I did that arc for the first time I was really hoping it was a "post branching dialogue arc" where I could decide to convince the Longbow person to murder him and join arachnos. -
The food was awful and the portions were so small.
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Oh, okay. So you're counting Steam Jump as a travel power. I knew I couldn't get it with just Athletic Run and Sprint.
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What's that badge? I took a level 2 character to every zone to get at least one exploration badge in each zone using just sprint, but I didn't get every exploration badge in the game at that level. (If I'm being entirely honest, I don't think I've actually done on any character yet)
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I do, however, entirely resent NPCs using Handclap or Lightning Clap. There's no strategy to it, it's just "Oh, I have a power recharged, I'll use that"
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I enjoy knockback, but I still slot every AoE power on my Energy Blaster with Knockback to Knockdown. I leave the single target powers be. If I knock something back it is now on me to deal with it. That said, there are some changes I think would improve knockback: 1) Successfully knocking back a target should boost your range so you can shoot it again without having to move (provided you still have line of sight) 2) A little more graphic variety in knockback animations would be fun. I want to see a target flip over backwards because I've knocked it back.
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The topic is "How to make Knock-back worse" Edit: Also, I'm not sure how developers would implement this.
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I would not want to combine option three with too many of the others.
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Unresistable ally knockback? It has promise.
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1) If your enemy doesn't get knocked back, you get knocked back instead. 2) Convert all damage to knock-back. No damage is done until the knocked back target stops moving. Damage is calculated by subtracting the distance traveled from the knockback potential distance. 3) Enemies effected by knockback are also allowed to clip through walls and floors. 4) Knock back direction is randomized. 5) Any time you defeat an enemy, all enemies around the target are knocked back instead of the target. Choose two to implement.
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I apologize for parsing that incorrectly.
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I said none of them have it.