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Everything posted by Shred Monkey
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Discussion: Disabling XP No Longer Increases Influence
Shred Monkey replied to Jimmy's topic in General Discussion
The ratio of inf generated to recipe drops is now lower then it was yesterday. This means the value of the currency goes up causing lower prices, not higher prices. Or in terms a farmer might understand... if you're need 100M inf, it will take 2x more runs then before but the recipe drops per run is the same. 2x the runs = 2x the recipes = more supply of recipes, not less. -
Hover blaster is always an strong option for solo survival. It can be done on any ranged AT, too.
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I think the primary benefit to being in a SG gives is access to a channel where you can find the same people every day to team with or just to just chat with. There's no general chat channel (yet,) so if you want to have a conversation or just make wisecracks with some friends, its easier to do this when you're in a Supergroup. With this in mind, the thing I look for in a SG is one that has no drama. Either as an officially stated policy, or just manages to avoid admitting players who create drama. I log in to chill and have fun. I don't want to listen to bickering, whining, or negativity in general. The only game-play downside I see from never joining a SG is if you're a hardcore badger. There's some badges that you may just never get without access to a SG who does badge runs on iTrials.
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What exactly do these numbers represent?
Shred Monkey replied to Jawbreaker's topic in General Discussion
Also.... the part you're in control of is the blue %. That's how much damage is added from the enhancements you've slotted. Know that if you add up the damage enhancements that you have slotted, they won't add up to 96.9% due to "Enhancement Diversification" or ED. If you want the math details check Paragon Wiki or other sources, but basically after around 96% further damage enhancements get reduced to almost nothing. The exception is the Incarnate alpha slots. These are able to ignore ED caps by their stated %. -
Stay-At-Home Orders Inspire more CoH Play...Apparently!
Shred Monkey replied to Abraxus's topic in General Discussion
I feel like there's an influx of new players, too. I sense more questions on help and more questions in team and guild chat indicating players that reveal a lack of experience. It might be random chance, but perhaps it is related. -
City of Heroes vs. Champions Online - The Data
Shred Monkey replied to _NOPE_'s topic in General Discussion
Wait... was this when AV's got their HP buff that put their regen over the top? I never heard the game boy story.... that's fantastic! -
City of Heroes vs. Champions Online - The Data
Shred Monkey replied to _NOPE_'s topic in General Discussion
I"m confused by these statements. The CO sliders go way further than COH in both directions and there are about 25-30 sliders to adjust. If you like CoH's proportions, you can duplicate them in CO... But you can't even come close to duplicating CO's body options here. -
This is the correct math for the subject. But keep in mind, there's really very little difference between perma hasten and hasten with a 5-15 second "unhastened" period. First, on a lot of teams, you'll have some sort of recharge boost that make up that gap. Second, if you're running an attack chain non-stop and every two minutes there's a .3 second cap in 1-2 cycles it's of very little consequence... you might even click build-up or some other click power during that gap and loose nothing. I find 275% recharge usually requires difficult sacrifices, whereas 250% usually allows me to get nearly everything else I want in a build.
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City of Heroes Things you find annoying
Shred Monkey replied to hyacathinose's topic in General Discussion
Having to wait for a mission door to close before we can click on it to open it again and go in.. -
Not to add insult to injury, but perhaps you should have been looking for Black Swan on that map... 😜
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How to combat cascading defense failure?
Shred Monkey replied to selfunconsciousness's topic in Scrapper
I monitor a few of my defense values and pop purples as soon as I see them defenses drop to get back up to 45+. If i'm fighting something I know has a lot of -def, I might pop a purple as a preemptive measure before the fight. Ageless Radial Epiphany in Destiny has a DDR as an option also. Probably most effective, though is knowing your enemy and holding/stunning/destroying the debuffers ASAP helps. For example with Banished Pantheon in DA, kill the "sorrow" enemies first and everything else becomes easy. -
City of Heroes vs. Champions Online - The Data
Shred Monkey replied to _NOPE_'s topic in General Discussion
What Champions Online does, it does pretty well, imho. The costume creator is hands down better then CoH, which is saying a lot. The endgame has some content that personally I find better built than most all of CoH. There are fights that are hard enough that you may legitimately fail. The biggest downside with Champions Online is that you can do nearly everything the endgame offers in about a 2 hour span before you'll have to start repeating yourself. They have some weeky content and seasonal content that rotates, but after awhile that gets old, too. In the end, I realize I was only playing it because CoH was gone. I have a lifetime subscription to CO... but after I downloaded Homecoming, I never once logged back into CO. -
Which class has the easiest time training at a low lvl?
Shred Monkey replied to hyacathinose's topic in General Discussion
Along with the other comments for Sentinel, this is the AT I chose for my 9 year old's toon. Ranged is easier then melee because you don't have to worry about being in melee range of your target... you just have be somewhere within a 40-80ft sphere of that target. That's a big help for him. He is still mastering movement and tab targeting. Plus it's nice to have access to early endurance and healing options found in some of those sets. He probably won't get above level 10-15 since he spends most of his time running around the map yelling "Ahhh, I'm on fire" or "heheheh, you're on fire." By no means would I suggest Sentinels for endgame domination, but they're a good safe "intro to gaming" class. -
Kick from the brawling set is low recharge filler type attack.
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Sorry to hear about your situation. I believe the economic effects will have a bigger impact on most people then the virus itself before this is over.
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Which class has the easiest time training at a low lvl?
Shred Monkey replied to hyacathinose's topic in General Discussion
Brutes have a big advantage at low levels in that they get a big portion of their damage from the inherent fury generation which works the same at level 1 as at 50. If I was going to solo from 1-20 as quickly/easily as possible, I would choose a brute and focus my slots on accuracy and end reduction, getting damage from fury. If you team, it doesn't matter so much, the game isn't very difficult and generally gets easier as you gain power. Just get on a team and do what you can to contribute. -
Joking about pandemics and a virus that is killing people worldwide = bad taste ... I totally agree, but... Joking about the world running out of toilet paper = hilarious Funny how this stuff works, isn't it?
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issue 26 Patch Notes for March 17th, 2020
Shred Monkey replied to The Curator's topic in Patch Notes Discussion
I've experienced both of these bugs in the past week. And here they are getting fixed, already. <I hope the fix wasn't to get rid of me... *blink*... am I here?> -
GMs? Certainly not all are possible, but maybe some of the weaker ones with envenomed daggers? It would be hard to get soul drain fodder that won't die after 1 hit in a GM fight. Maybe Scrapyard or Eochai? But for AV's I'd say DM/SR is one of the strongest option available having good damage, debuff resists, and self heal in your attack chain. You will excel on some of those red-side AVs that cause problems for other sets. I don't think any level 50 AVs are above the damage output of a DM toon anymore with the incarnate buffs. Some level 54 AVs will be, though.
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Yes. The performance shifter proc slotted in stamina gives more endurance than level 50 end mod enhancer it stamina. And you can slot both if you need more stamina. I generally 3 slot stamina and health. Health gets numina's unique, a miracle unique, and a panacea unique. Stamina gets a Perf Shifter Proc, and two level 50+5 end mods. This is the basic endurance regen I start with for all my toons, then adjust from there.
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It’s pretty frequent to find posts that either start out as, or end up as, discussions related to power creep. “Scrappers aren’t needed because Blasters do more damage and don’t die.” “Tanks aren’t needed.” “Crowd control and debuffs don’t help because everything dies too fast.” … it goes on and on like this all over this forum. It’s all basically the same problem. The endgame is too easy. But how do we fix that? I don’t like artificially handicapping players is a solution. What's the point in working for power if the game turns it off. Pumping up the current enemy groups hp and damage would make the game harder, but that's boring. Plus, we’re trying to preserve the live game we love, and just cranking up the difficulty for all will turn a lot of people off. So here’s my solution: New level 53+ elite bosses for every villain group. Imagine if every group with level 53+ enemies had a chance for 0-2 elite bosses in their normal spawns that really fight back. I don’t want 30,000 bags of HP like AVs and I’m not a fan of tier 9 godmode powers on enemies (cyclops and minotaur). But adding elite bosses with thematic powers and costume/names to the regular enemy groups would be a great way to ramp up the difficulty of the endgame without affecting the rest of the game. Think of the difference between longbow and council. It’s basically the Wardens and their buffs/debuffs and powers that make Longbow harder. Imagine if every villain group had new elite bosses that had a chance spawn instead of the regular bosses and these guys actually fought back with thematic powers the way a Longbow Warder does? If you’re not ready for them, keep your team at under level 53 and you’ll not spawn them. But when you’re ready, then turn up the difficulty and maybe have an actual challenge for once. I think it is important is that it’s not removing aspects or changing the existing game. I desperately want to avoid that. But it does *add* to the existing game at the highest difficulty levels, which is sorely needed. I could also see this as something that only spawns if there's incarnates in your team (like void bringers) but that seems like a complicated solution that ends up with about the same result as just using a level 53 cap.
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I love everything about energy melee except the performance.
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I would pay money (probably shouldn't phrase it that way) for a mod that instead of making a sound, made a red boarder around my screen or other obvious visual indicator when I was near a glowie. I generally don't play with sound... and even when I do I often struggle finding glowies.
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I played almost exclusively scrappers on live. But on homecoming, I have ZERO scrappers (yeah, really ZERO). I don't think I even have one in my junk pile of discarded toons. It's not that I don't like them. I just end up liking other things more. I think before CoV came out, Scrappers were probably the most played AT. They were kings of damage, and could stand toe-to-toe with anything. The tanks were needed to keep squishies alive, but scrappers were there to round out any team or just excel solo! And with that history, nobody every bothered to ask if changes were going to make Scrappers obsolete. The hardcore scrapper crowd (myself included) kept scrappers relevant no matter what. So the devs gave everything else more love, because scrappers were already OK. Now, years later, everything else got more love, and Scrappers are still just OK.