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TimesSeven

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Everything posted by TimesSeven

  1. No, there’s a flashback mission given by Recluse where you travel to another dimension to battle Sister Psyche, Brawler, Manticore, and Numina. You can level them down to EB’s, but they attack in a group. Later in the arc, you have to battle Luminary, Maillase, Mynx, and Battle Maiden. They can’t be leveled down and can’t be separated (not if you are soloing). I could beat any of them individually, but all four as a group are devastating. No chance against all of them and they refuse to separate. Just s pain.
  2. You are my new best friend! ❤️❤️. I’ve played some in-soloable missions before, but because the SF had FOUR AV’s that attacked as a group and couldn’t be divided, OR the task force in Wharf with the unstoppable GM at the end. Those we tough. Hate everyone saying how “easy the game is.”
  3. The devs keep this game easy for a reason… it’s because most people like it that way. Every time they make the game harder people complain. Remember unlimited taunt? One tank could taunt and entire map? Nerfed it and people complained. Enhancement diversification? More complaining. Soft caps and hard caps? More complaining. The all psychic Penelope Mayhem missions? Enemies with streak breakers? I remember the first few weeks of AE when people fought defenseless, non moving, non attacking blobs. You could go from 1 - 50 in two hours. Each time, the devs made it harder, more people complained. It would be a cakewalk to make a new group of enemies that could FLATTEN most players, teams, and leagues. I can’t remember the last time a league failed an incarnate mission or a TF. Even Hami is routine now. Personally, I’d love an excruciatingly hard league fight… one where even an advanced team would be challenged, but it would never get played. People playing like the easy games.
  4. So ya’ll folks still use glue arrow? I went on a rant in a different post after noticing the enemies skipping through it unfazed. They literally stop right before the patch starts, and hop right through it without a problem. That crap drives me crazy. Never noticed enemies doing this before. After finding out that the -50000% jumping height did NOTHING in-game, I dropped it immediately. Loving everyone’s take on TA. Really find this interesting as I’ve encounter very few people playing it. Kudos to you all!
  5. So THAT was the reason why CoH is so unlike Champions! Man, I really would have love putting numbers to stats instead. Thanks for the info!
  6. What I like best about Flash Arrow is that on REAL stealth missions -- not the "click the glowie and kill everyone in the room" is that Flash Arrow allows you to click on the glowie RIGHT IN FRONT of the mobs and they never notice. Man, I LOVE that. I've snuck my way through plenty missions doing that. Then un-apply SI and reapply it to regain the effect. Better than a stalker in that regard. I keep SI to mule LotG Recharge and to do the click/unclick buff. I can go through entire missions with multiple glowies without ever being seen. 🙂
  7. Oh, didn't know that. Thanks for the heads up.
  8. I know, I was actually being facetious. Loved playing Champions back in the day. I was referring to needing a separate guide for everything, like D&D did. You had to have a bestiary, a rules guide, the updated guide, a map guide, the "psychic companion" --- you needed separate guides just to play the game. It was fun, but as I said earlier, I didn't have to expect that from CoH. Now I do.
  9. Absolutely correct, thanks. That brings us back to the autohit function which ignores defense. That kinda stinks. Thanks.
  10. I can see this being playstyle. As an Ill/TA, the illusion have their own taunt and are indestructible, so I really could get by without it. For my bots/TA, it's a must. I could see how an MM would have this and oil slick as their bread and butter. Absolutely.
  11. Really? That's interesting, I'd love to see your build. I keep Flash going because my Phantasm will die in a second if I don't have SOMETHING protecting his stupid butt. I used to use glue arrow, but after some recent changes, I absolutely abandoned it. I have a complete RANT about the ineffectiveness of glue arrow now that enemies can just jump past it. Even Luminara agreed that the ability is lackluster after the "upgrade." Going to replace it with Poison Arrow, which skipped, and make PA an AoE with procs. Not worried about the -recharge of glue. Good to know! Appreciate it.
  12. I get it, but dang... I hate to have COD open to verify the stats AND have the wiki open to verify if a mission is a kill all or not a kill all AND... wow, are we playing Dungeons and Dragons? I feel like I need to have a guide to use the guide. I get it, I really do... old game that's not supported as thoroughly and regularly. And a big LOL on you noticing the new word. 🙂 I thought it was funny too. Thanks for the assist. Appreciated.
  13. I think I may have figured this out... when running x1 mayhem missions, the hero showed almost every time. When doing x3, the hero was pretty reliable. I just finished an x6 mission where I had to search for the hero, but eventually found him loitering on the map. Guess he was part of a spawn and got stuck. I think that the more enemies you choose to fight, the greater the chance of the game getting "stuck" with the spawns. Just a theory, A few days ago, I was doing a PI mayhem mission when I saw what is in the screenshot listed below. All of the Longbow were on top of the bank in a very strange, formulaic position. They didn't move or attack until I drew close. After killing them, THEN the hero appeared. If the same spawn algorithm is similar on each mission, that could be the problem.
  14. Okay, so is the description saying that it's a mag 4 hold for electronic targets? That would make sense. I was reading the description verbatim from the game and since it didn't mention mag holds in the power description for human non-electronic targets I thought it might not apply. I'm getting my TA character back in fighting shape and I was trying to figure out what was what. It didn't seem to be holding my enemies for as long as I thought. Thanks for the input.
  15. With much respect to you knowledge, that definitely wasn't angry posting. What they did to glue arrow is DEFINITELY angry posting. I'm just going by the description that I see in game. Doesn't that say, "To electronic targets only"? I was just asking a question based on the description I read.
  16. Just finished Bricks. No hero appeared despite the NPC chat from Holo Man. Ran through FF mayhem five times yesterday and I hero showed ONCE. I can't even begin to count the number of PI missions I've failed because the hero hasn't appeared. Starting to wonder if I should log a petition as soon as I zone in the hopes that MAYBE a GM will arrive before the deadline. Going to stop mayhem missions if they are this broken.
  17. With the recent nerf to the EMP arrow, I'm wondering if it's even worth having in my arsenal. Now the Hold only happens to electronic enemies only. Since the overwhelming majority of enemies in the game are non-mechanical, I just don't see a reason to have it -- especially with Illusion. Thoughts?
  18. That's true, but you can find enemies that reduce defense in just about every mob you come across now. Anything with lethal or psychic damage reduces defense -- that includes swords, bullets, illusion, radiation, and some psychic. Just about EVERY group of villains has something to this level. How often do you run across something that reduces resistance? Not every. Some groups like Longbow and Malta, but not often. You don't even get large groups that attack Endurance as much as defense. In fact, Confuse was scarcely found in the game until the Succubus and Mot. My point is that if autohit was put in the game to make it more challenging, you'd think that -res should be put in as well. If indeed these cheat abilities are given because the NPC's are just "lines of code" I can think of PLENTY of ways to give them an edge to make the gameplay harder. I absolutely believe the 95% cap on hitting is due to a misplaced attempt to make the game more challenging.
  19. Yes, I'd like to see this... a few enemy NPC's who can completely ignore your resistances -- and lower them to absolute zero, just like you can lower defense to negative numbers. But if you did that, people would have cows. Everyone complains that the game is too easy until a single person in a mob can reduce your resistance to zero, then it's cats and dogs living together... MASS HYSTERIA. I'm really shocked how we can be fine with dropping defense in (nearly) every single mob there is, but we don't do the same to resistance -- especially with everyone saying how easy the game is. I could EASILY put together an AE mission that could crush most players. Let's see more mobs with trick arrow or traps for their secondaries -- and not just TFs/SFs.... regular mobs. I agree with another poster (sorry, I forgot your name), we should add more leadership abilities to the mobs instead of cheating the rules with an auto-hit. It's like putting a band-aid over a bullet wound to solve a problem (cough... streakbreaker... cough)
  20. You choose backflip, you click on your costume. You miss the majority of it because you can't close the window fast enough. How about you either pause the animation until the window disappears, or you automatically close the window. It's the little things...
  21. I'm noticing more and more enemies that have the capability to autohit you regardless of your defense. Arachnos Night Widows can use an automatic blind that doesn't even show up in the hit rolls OR the combat logs. The Tarantula Queen's ability, "Scramble Thoughts" is an autohit. So you're saying that even if your defense was 2000%, these powers are going to automatically work on you no matter what? Just take an inspiration and deal with it? How many other enemy abilities are autohit?
  22. I'm looking at the hit rolls and I see nothing for Sonic Siphon. Literally nothing as it doesn't show on a Hit Rolls Only tab at all. However, when I switch to Combat view, I do see that it's doing something, but again, no hit roll. I just gives a flat statement that says, "your sonic siphon has reduced XXXXX's resistances" and that's it. Since it does take Accuracy enhancements and has an accuracy measurement in the power description, why aren't there hit rolls?
  23. Found another Arachnos hole in the map in a similar location, but different map. When the villains run on this floor, they go straight to this hole and fall off the map. Bugged every kill-all mission that I had in this section.
  24. I know, but I HATE keeping the wiki open all the time because the devs wanted to slow the player down in the game -- and that's the ONLY logical reason for hiding the kill-all missions. It's frustrating because when AE came out, the Tips section was like, "Don't make kill-all missions because players hate them" and then a LARGE amount of their missions are kill alls.
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