
Major_Decoy
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Posts posted by Major_Decoy
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1 hour ago, FupDup said:
There could also be another option that uses the floating books emote...Conjuring? I dunno what to call it.
Divinations
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On 2/7/2024 at 11:46 AM, eiynp said:
would it? I mean you could always detonate it manually also
Oh, right. Then, yes, not a problem.
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5 hours ago, eiynp said:
was any thought given to having the bomb detonate when the target dies, rather than dropping to the ground? That seems like a more elegant approach to me, since it's hard to think of a situation where you'd actually want it to drop off
I think this would make it difficult to use in certain Archvillain fights.
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I was wondering if there was any chance to speed up Poison Dart. I don't know if there's anything wrong with it, per se, it just seems really slow whenever I use it.
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6 hours ago, FupDup said:
This feels kind of forced TBH. Instead of trying to ram this square peg into a round hole I'd rather have a new character added or maybe repurpose an existing one whose AT isn't fully clarified (maybe Blast Furnace? IDK what he was supposed to be other than having fire powers).
EDIT: Blast Furnace has too many melee attacks to be a Sentinel, so scratch that one.
After all her experience with Mind Control gone bad, Mother Mayhem, and the events leading to her death, I could understand if she kind of gave up on it when she came back. The harder to explain part would be giving up on Force Fields.
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On 12/28/2023 at 8:37 AM, PartyKake said:
I'll be honest, when I saw this thread I thought you were talking about his height.
That's what I'd assumed too. I thought there was going to be a discussion about "Well, you can modify some things for your game personally, but it won't make Synapse shorter for anyone else"
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On 12/11/2023 at 3:14 PM, ZekeStenzland said:
Just seems to me I would have seen a build long before now, if you could slot the Absorb in Rest.
As has been pointed out, Rest can't take it.
However, if you take the Sorcery pool, Spirit Ward does take heal sets, so you can just mule Preventive Medicine in Spirit Ward.
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23 hours ago, CoeruleumBlue said:
The fact that every CoH hero origin has two allied and two opposing ones
The origins do kind of have two allied origins just because of dual origin enhancements, but I can't really agree that any of the origins are opposed.
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13 hours ago, Snarky said:
all three died as raging altoholics
Look, having two characters doesn't make someone an altoholic.
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https://cod.uberguy.net/html/category.html?pcat=inspirations
That City of Data link will give you a more exact definition, but roughly:
Insight allows you to see ghosts that are trying to escape and increases your to-hit chance.
Sturdy increases your damage resistance.
Luck increases your defense.
If you're missing a lot, pop a yellow. If you're taking too much damage, pop an orange, if you're getting hit too often, pop a purple. If you're confused, pop a break-free.
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Hawkeye has that same problem, but Marvel has learned to be careful with all cap kerning of his name.
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The default font for the forum is not kind to the word click.
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38 minutes ago, Rudra said:
Bombardment and Experienced Marksman both grant a +5% range buff stackable up to 5 times for +25% range buff.
Blasters, Corruptors, and Defenders get a +7.5% range buff from their ATOs, or a +10% range buff from their improved ATOs. Each of those are stackable up to twice if you split the set into two sets of 3 for +15% or +20%.
I'm not even looking at the PvP only range set bonuses which are also +7.5% each.
It doesn't seem like considerations like that are particularly made with uniques.
Slow Resist: Tiny Slow Resist: 5%, (no small slow resist), Moderate Slow Resist: 7.5%, Large Slow Resist: 10%, Huge Slow Resist: 12.5%, (no Guargantuan Slow Resist), Ultimate Slow Resist: 15%. Winter's Gift Unique: 20%
Range: Tiny Increased Range: 2.5%, Small Increased Range: 3.8%, Moderate Increased Range: 5%, Large Increased Range: 6.3%, Huge Increased Range: 7.5%, Guargantuan Increased Range: 8.8%, Ultimate Increased Range: 10%. If we followed the above pattern, where the unique is two steps up from Ultimate, it could be 15%
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I think the best drinking game is running Patrón missions. Malta at 4x8, take a sip whenever you're end drained and a shot whenever someone faceplants.
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29 minutes ago, JasperStone said:
Both of them have Defender and Controller type actions.
Can't tell you how many times I hit Heal Ally to save a Teammate about to go down.
If you look at Super Strength and Luminous Blast (just the human form powers) you'll find that they both have similar amounts of holds, knockback (though Peacebringer has more AoE knockback), and disorient. Stone Melee is about the same too. War Mace and Street Justice focus more on disorient and lose the hold, and War Axe focuses more on knockdown and loses the hold. An Energy Blaster that takes Knock-out Blow from Leviathan Mastery has many Controller type actions as a Peacebringer.
Warshade loses a lot of soft control (as compared to Peacebringer) in favor of -recharge debuffs, but it does have a hold, an immobilize, and a disorient aura that's cool, but would be cooler if you could use it in dwarf form. (same thing is true of Orbiting Death. Eclipse doesn't even provide status protection). You can call those "Controller and Defender type actions" if you really want to, but they're tools that almost every other archetype has access to too, at the very least through ancillary power pool options that Kheldians don't get.
I am NOT saying that current Kheldians are bad.
There are some really powerful builds out there and people who can leverage the very most from the archetype.
What I am saying is that if you're playing through a Task Force on a Warshade and you discover "Oh, we are really not doing as much damage as I though we would be, we could use a blaster" and you've actually slotted your Nova Form attacks, you can switch to nova form and pick up the slack. If you discover that your tank has skipped Unyielding because it didn't sound cool and you have invested slots in your Dwarf Form, you can switch to Dwarf Form and take over tanking duties.
But those are the two roles you can shapeshift to fill. You can't get better at buffing or debuffing than you are in human form, and you can't get better at controlling either. What makes those roles sacrosanct?
When the game was launched, you couldn't have one attack do different things depending on if you have a specific toggle active. You can now.
Why an alternate kheldian? Because the bodies and the animations for those bodies exist already. Because the lore exists already. Because it'd be interesting to see what the current developers could do with kheldians if they don't have to worry about the cottage rule.
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11 minutes ago, biostem said:
If you look at how dual pistol powers are in their descriptions, you'll notice that each and every one, (that is affected by the ammo swapping ability), has to be coded to account for each form. This means each and every Kheldian power that would allow such "modes" would have to be revamped to permit this change. In short, not likely to happen. That being said, what I would like to see is some way of further customizing the existing Nova and Dwarf forms - either by being able to color more than the aura effect, or by entirely replacing/doing away with the model replacer...
Well, the idea is that it would be an entirely new build from the ground up. It wouldn't get rid of the existing Kheldian options, it would be a new one. I don't know if it'd still be broken up by Peacebringer and Warshade or if you'd be able to choose Luminous Blast with Umbral Aura for a Peaceshade or Umbral Blast with Luminous Aura for Warbringer.
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10 minutes ago, Rudra said:
Why play any other AT if this AT already is every AT?
Because different power sets play differently and loan themselves to different concepts. This is the game of altitis. We have 1000 character slots but only 15 archetypes. Going by your reasoning no one would currently ever need to make more than 12 (Because what's the point in making a peacebringer, a warshade, a tank, and a blaster? The peacebringer is roughly the same as the other three)
I really do not understand the point you're trying to make with this question.
QuoteMy guess would be because PBs aren't meant to be Defenders and WSs aren't meant to be Controllers.
Yes, that is my argument.
However, I think it would be nice if Peacebringers and Warshades had the option to become defenders and controllers in a pinch. So you could better adapt to a team's need, like you might expect a shapeshifter to be able to do.
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3 hours ago, Glacier Peak said:
Just wanted to mention that Peacebringers have a great single ally heal that recharges fast and can heal a decent amount of health, nearly all of their attacks produce a knockback effect and their best single target attack (Incandescent Strike) has a hold and can be proc'd with additional mez effects, and they can summon pets to explode on targets.
Yes. Also most peacebringer attacks debuff defense, and Warshades have one hold and one immobilize and all of their attacks have foe -recharge. And they summon pets from corpses.
But one heal doesn't make you a defender and one hold doesn't make you a controller.
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1 hour ago, JasperStone said:
Would this be a separate option?
I do like how Cosmic Balance works
Cosmic Balance
Kheldians naturally thrive off the energy and essence of their teammates. Peacebringers' metamorphic nature allows them to bring balance to their team. Your Damage will increase for each nearby Tanker, Mastermind, Corruptor or Defender teammate. Your Damage Resistance will increase for each nearby Scrapper, Sentinel, Brute, Stalker or Blaster teammate. Each nearby Controller or Dominator teammate will grant you limited Protection from Control effects. Finally, each nearby Peacebringer, Warshade, or teamed Arachnos Soldier or Widow grants you some resistance to attack time slow effects. You cannot put Enhancements in this power.
Yes, that's alright for Peacebringers. Warshades kind of get the short end of the stick there though. I mean, more damage when you've got a lot of high damage characters doesn't hurt, but more damage resistance on a team full of tanks and defenders isn't particularly exciting. I understand for flavor when it's done that way but it's not really helpful.
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That's why I called it Alternative instead of revamp. It's intended to work with the same backstory and animations, but the changes are way too significant to try to replace one with the other.
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So, because of the recent changes to Dual Pistols, we know that switching between different toggles can have drastic changes to a power, to this end, I suggest an alternate kheldian approach that gives them more shape shifting ability.
I mean, Kheldians are fun, and it's clear that the nova form is kind of a "If you need a blaster, this is almost as good" and dwarf form is "If you need a tank, this is almost as good" but if you've got a team without a controller, dominator, or defender then your Kheldian isn't going to be filling those roles.
So, with that in mind; three basal forms: Human, Dwarf, Nova.
Three specializations (without a specialization active, it's just generalized, so four options): Suffusion, Infusion, Effusion
We get rid of form based attacks. You have a set of powers and they're the same powers across all forms, but which toggles you have active changes how they work.
The inherent power is Status Protection. You have status protection mag 3.
Nova is a ranged Specialist. With nova form active you get mag -1 penalty to status protection, your personal damage mitigation powers are less effective (the damage mitigation powers that target other players are not penalized), and all of your attacks are ranged and sacrifice control for more damage.
Human form is control focused, you have a mix of ranged and melee, and every attack is some form of control as well, hard controls like stuns, holds, fears, and confuse. It is not particularly good damage, but you're pretty safe because you have status protection, damage mitigation, and control.
Dwarf Form is the melee specialist. With dwarf form active you get mag 5 bonus to status protection, your personal damage mitigation powers are more effective, and all of your attacks are melee and sacrifice control for more damage. Also you get a taunt.
Suffusion gears attacks more for AoE. Single target powers gain splash areas and AoEs have higher target caps, this comes at a cost of lowered efficacy per target (but higher efficacy overall) or longer recharge times or perhaps both.
Infusion gears your powers for support. Your damage mitigation powers can potentially buff the whole team. Attacks that debuff enemies become more effective at debuffing. Because you are now buffing your whole team, the damage mitigation will be less effective for you personally.
Effusion gears your attacks for single target. Single target powers are more effective, AoEs lose targets but are more effective against the targets they do hit.
Generalist does not change your powers specifically.
Ideally, there would be a different look to each combination. Like a Nova Suffusion would look different from a Nova Infusion.
I think this would feel more like a shape shifter, because you could better change your power set to suit the needs of the team.
If you're just running from spawn to spawn, you might go with Dwarf Suffusion, but once you find an Archvillain you'll switch over to Dwarf Effusion.
I'd like to think that Peacebringer Dwarf Infusion would play like a melee range kinetics defender, with Dawn Strike becoming a fulcrum shift.
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I could be wrong, but I think Storm Cell has that blue ring around it to remind you "Hey you could be using this" and as such, that would count as a warning that it ran out.
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All of the leveling contacts redside are identical, it'd be nice to have a little variety.
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I don't think East Germany would really do anything to improve Bane Spiders.