
DrBasics
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I am actually just answering the question in the title of the thread "How can we get you to try" (pvp). One of the biggest barriers to any competition is fear of failure and the general umcomfortability of being around hostile (sometimes toxic) people. If you were able to get that under control, I bet there would be a lot more people trying out PvP just for kicks and giggles.
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No, I'm not trying to say that those who are putting in work to get the pvp community to launch further than it is should be ignored. Again, I am just comparing this to the FGC (fighting game community) as they are extremely similar in the hurdles they are facing. There were people who were also there trying to be the liaison for "new blood" (Mike Ross and Gootecks are major names that people may recognize). Again, nothing against them when I talk about the FGC behavior, but I am pointing out that despite their efforts, the bad behavior did not stop or even slow. Just wanted to clear that up as I am in no way trying to slander the efforts of those individuals who are putting in the work to better their community, and I hope my first post didn't portray that (though it feels like it did judging by your response) That being said, I agree that turning off broadcast can help, but it is not the cure to get new people to join PVP. It would be like me telling you to come eat at a cafeteria where you know people are going to be talking smack and there is a good chance that it will be about you.. but don't worry, you can just insert these noise cancelling headphones. That is not a very good insensitive to get you to come eat at my cafeteria.
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This is literally the FGC (Fighting Game Community) all over again. Steep learning curve into this style of gameplay and if you aren't already pro, prepare to be insulted like crazy. (a lot of people here are name dropping a few people who are generally nice people, but the few do -NOT- outweigh the many). Then the FGC says things like "we are the elite that is why no one else can enter our territory" and/or questioning why their community doesn't grow. That being said, I can see a future where this doesn't have to be the case for CoH pvp.. however, the STARTING POINT needs to be with the attitude of the community AS A WHOLE
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Your way of playing (old school leveling) is not more important for you, anyone else or the survival of the game. Others' play style (Power leveling farms) is not more important for you, anyone else or the survival of the game. There is no correct or incorrect way to play a game. One style of play is not more important than another style. Just because I eat with chopsticks doesn't mean that those who eat with forks are "Lazy", or "think this is the only way to eat".. it is simply the way they prefer to enjoy their food. It doesn't mean that if people continue eating with forks that chopsticks will become obsolete. Get it?
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I used to work in a huge skyscraper office building with multiple basement levels. One level down below ground is labelled C1, two levels down below ground is labelled C2 and so on. Never got a clear answer, but I think the C stood for "Cellar". Cellar-Level 1, 2, 3 etc. It also looked like this, with the number pad of buttons on the outside. You type in the floor you want to go to, and the pad will tell you what elevator to stand near. (Carriage 1, 2, 3 etc.). Apparently, the reason for this was that it was power saving and a "green" option.
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In every other MMO that I played, there is usually a dedicated RP site. For example, back when Wildstar was still a relevant MMO, there was a Wildstar RP forum website. On that forum, there was a subforum for character profiles. I always felt that it was the best way to make profiles as you weren't bombarded with the horrible formatting of editing a wiki and you could still add lots of pictures and fonts for flavors. (Seriously, just go to some random RP website of whatever MMO and look at some of the character profiles in the forum post format, it is amaze-balls). Plus it's great when the thread is literally about your character's profile and that leaves people to comment on it as well (or not if that's not your thing).
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Well I guess this can just be boiled down to a bit of both? I amt he worst MM and also I don't understand the class because it takes too much micromanaging for results that equal minimal effort on other AT's. (Understand that I am not hating and I am not trying to disrespect the MM AT, I love MMs but this is the conclusion I came to after reading comments on this thread and others)
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I don't get why this is so much better than CO
DrBasics replied to Warpstarr's topic in General Discussion
I am on the fence here about the whole CoX vs CO. I actually like both games but I exclusively play here on Homecoming and I haven't touched CO in like a year or more. The reason for this is because recently, CO changed their model from being able to throw $15 to enjoy a month of "gold" status (which includes freeforms in every slot among other things), to a different system now. Now it is only those with lifetime subs who can play the game at all. Either that or you can purchase Freeform slots (I think they are like $20 each slot). That is too outrageous for me and I will never reward such shitty cash grab behavior like that. That being said, I will address what I liked about CO. The Costume Creator was better. A lot of people seem to think otherwise, but plain and simple, it was better. They had the ability to edit two different shoulders, gloves and boots... even two different eyes. They had this at launch. The whole "glow" and LED style light pieces that looked amazing when in low-lit areas in the game. The materials used in the game were more polished, like the entire luchador costume pieces that had styles to them (like an oiled up body that can mimic sweat, or glittered materials). Face movement when you talk or you can even set "moods" to make your character appear happy or pissed off (some people think it looks bad or comment on the animations being crap, but in the end, the faces and mouths moved and CoH doesn't). The body sliders are way more advanced in CO, you can make super cartoony upper body with the world's tiniest legs (literally something that looked like Johnny Bravo), or make your character so skinny it resembles a stick figure. Stuff like that is impossible in CoH. There is more but I am sure I am forgetting. Another thing I see not mentioned here is the (almost) completely intractable environment. You can pick up cars and throw them at enemies. or just target them and cause them to explode which sends bad guys flying away. There is even a power that allows telepaths to use telekenesis to launch objects found around the world (kind of like the "propel" skill here on CoH, but using the actual world instead of opening a portal and pulling some random item out of no where). Now that being said, it is also worth nothing that using the environment (like throwing a car at an enemy) did pitiful damage, but it helped make the world feel more immersive. Someone who didn't have super strength (their strength stat was low) wasn't able to pick up a car, while the Super Strength character can lift up that 18-wheeler Mack Truck like it was an empty soda can. Stuff like that was just cool to look at. The whole Nemesis system was a cool thing. You had a Superman kind of character, you can create a Lex Luthor or Bizarro. There were Alerts and even the equivalent of Task Forces that you would fight everyone's Nemesis and it was just so cool seeing other people's creations and what powers they have and how they look, etc. There is more but I am tired of typing now as I am sure many of you are tired of reading this, HA! This post was just here to bring out some of the good aspects of CO. I know many people hate that game, but it had some really nice things going for it. -
So every MasterMind I build (either on the actual server or on the test server) I abandon because at max level, even running a simple 50+4 council team, my pets get their asses handed to them, especially the lowbie-trio. Am I correct in thinking that the only way to make them more sturdy is by doing things like using super high +defense stuff like Force Field or Time Manipulation? So the question I have is... am I the worst Mastermind player ever and I can't slot IO sets as a MM at all? Or are the lowbie-trio designed to faceplant often?
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Don't forget that on some sets, there is a cool ass animation. My favorite is Dual Blades or Katana.
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This is just me trying to get opinions and it is sort of a "game". The catch here is that hybrids don't fully count. So if you like Invuln, you would have to pretend as if it only had the defense powers (or only the resist powers). Same with other hybrids like shield. That being said, please take everything else in the powerset into account. Like if it has a great heal, shields, incredible mez protection, etc. Lets have some fun with a tanker discussion.
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In my original post, the build I posted had ATOs, gamblers, unique def/res PVP IOs. The only thing it doesn't have is purples. I am asking if adding in purples has that much of an effect on Dark Armor, and if so, does it require purples in every power? Are you having a bad day?
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Hey these are all great replies, however, it seems like (emphasis on the word "seems") dark armor isn't good until you spend a lot of influence (infamy) on the build. Am I right or am I off? I am stumped on this power set.
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I don't fully understand when people say Dark Armor is one of the greatest tanker sets with the only draw backs being Endurance hungry and Knockback. Both knockback and endurance issues can be easily plugged pretty cheaply, however, all my work on Mids' shows me getting no one close to the claims of what people are saying. I hear claims like Dark Armor is able to cap resist to everything, and even defense caps too. I find that hard to believe, but some people claim to be able to do it. This is the best I can do on Mids' myself. I am not opposed to using purples, however, when I make my Mids' builds, I prefer to avoid using purples until I clock a few hours on a real (read: not test) server, playing among others, and if I enjoy it, then I will pull the trigger on purples. So if I can be a choosing beggar, I would also prefer if you avoided purples and other super expensive enhancements. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Magic Tanker Primary Power Set: Dark Armor Secondary Power Set: Kinetic Melee Power Pool: Flight Power Pool: Leadership Power Pool: Fighting Power Pool: Speed Ancillary Pool: Energy Mastery Hero Profile: Level 1: Death Shroud -- ScrDrv-Acc/Dmg(A), ScrDrv-Dmg/EndRdx(34), ScrDrv-Acc/Dmg/EndRdx(34), SprMghoft-Rchg/Res%(34) Level 1: Quick Strike -- TchofDth-Acc/Dmg(A), TchofDth-Acc/Dmg/EndRdx(36), TchofDth-Dmg/EndRdx(36), FrcFdb-Rechg%(50) Level 2: Dark Embrace -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx/Rchg(3), UnbGrd-ResDam/EndRdx(9), GldArm-3defTpProc(21) Level 4: Murky Cloud -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(5), UnbGrd-ResDam/EndRdx/Rchg(5), TtnCtn-ResDam/EndRdx(50), TtnCtn-ResDam(50) Level 6: Obsidian Shield -- UnbGrd-ResDam/EndRdx(A), UnbGrd-ResDam(7), UnbGrd-Max HP%(7), StdPrt-ResDam/Def+(9) Level 8: Dark Regeneration -- TchoftheN-Acc/Heal(A), TchoftheN-Acc/EndRdx/Heal/HP/Regen(46), ThfofEss-+End%(46) Level 10: Hover -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(11), LucoftheG-Def/EndRdx(11), Ksm-ToHit+(13), Rct-ResDam%(13), ShlWal-ResDam/Re TP(15) Level 12: Fly -- BlsoftheZ-ResKB(A) Level 14: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(15), LucoftheG-Def/EndRdx(17) Level 16: Tactics -- AdjTrg-ToHit(A), AdjTrg-ToHit/Rchg(17), AdjTrg-ToHit/EndRdx/Rchg(19), AdjTrg-EndRdx/Rchg(19), AdjTrg-ToHit/EndRdx(21) Level 18: Kick -- Acc-I(A) Level 20: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx/Rchg(33), UnbGrd-ResDam/EndRdx(33) Level 22: Weave -- GifoftheA-Def/EndRdx(A), GifoftheA-Def(23), GifoftheA-Def/Rchg(23), GifoftheA-EndRdx/Rchg(25), GifoftheA-Def/EndRdx/Rchg(25) Level 24: Hasten -- RechRdx-I(A), RechRdx-I(29) Level 26: Cloak of Darkness -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(27), LucoftheG-Def/EndRdx(27) Level 28: Power Siphon -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(29), GssSynFr--ToHit/Rchg/EndRdx(31), GssSynFr--Rchg/EndRdx(31), GssSynFr--ToHit/EndRdx(31), GssSynFr--Build%(33) Level 30: Repulsing Torrent -- Ann-Acc/Dmg(A), Ann-Dmg/Rchg(36), Ann-Acc/Dmg/Rchg(37), FrcFdb-Rechg%(37), SuddAcc--KB/+KD(37) Level 32: Burst -- SprGntFis-Rchg/+Absorb(A), SprGntFis-Acc/Dmg(39), SprGntFis-Acc/Dmg/Rchg(39), Obl-Dmg(39), Obl-Acc/Rchg(40), FrcFdb-Rechg%(40) Level 35: Focused Burst -- Dcm-Acc/Dmg(A), Dcm-Acc/Dmg/Rchg(40), Tmp-Acc/Dmg(42), Tmp-Dmg/Rchg(42), Tmp-Dmg/EndRdx(42), FrcFdb-Rechg%(43) Level 38: Concentrated Strike -- TchofDth-Acc/Dmg(A), TchofDth-Acc/Dmg/EndRdx(43), TchofDth-Dmg/EndRdx/Rchg(43), CrsImp-Acc/Dmg(45), CrsImp-Acc/Dmg/Rchg(45), CrsImp-Acc/Dmg/EndRdx(46) Level 41: Conserve Power -- RechRdx-I(A) Level 44: Physical Perfection -- PrfShf-End%(A), PrfShf-EndMod(45), EndMod-I(48) Level 47: Afterburner -- LucoftheG-Def/Rchg+(A) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Gauntlet Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Flight-I(A) Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(48) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(3), EndMod-I(48) Level 50: Cardiac Core Paragon ------------
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Hey guys, I've been reading the Proc Monsters thread here for Tankers and I made 2 different builds. I wanted some advice on which you guys think will perform better. Shield/Psi Melee My pros: Capped Defenses to any attack in the game Against All Odds for +damage High haste to assist in the no recharge in procced out powers My cons: Resists are meh at best Not as good proc potential as the other build Doesn't take advantage of the Tanker's 90% resist cap (A) Run Speed IO (A) Numina's Convalesence - +Regeneration/+Recovery (A) Jumping IO (A) Performance Shifter - Chance for +End (3) Performance Shifter - EndMod (50) Endurance Modification IO Rad Armor/Psi Melee My pros: Takes advantage of 90% resist cap (to most) Procced out like crazy! over 400% regen coupled with a nice, fast recharging heal My Cons: Some holes in my resists A LOT more expensive than the other build Low(ish) haste in this build. (A) Empty (A) Panacea - +Hit Points/Endurance (50) Numina's Convalesence - +Regeneration/+Recovery (50) Miracle - +Recovery (A) Empty (A) Performance Shifter - Chance for +End (48) Performance Shifter - EndMod Thanks for your help guys! I look forward to your advice, you guys are experts!
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The unaddressed problem with new Electric powers
DrBasics replied to Draeth Darkstar's topic in Suggestions & Feedback
What about a reverse sapping effect. Instead of effecting the enemy's blue bar, all (or most or some) electric attacks instead would grant the player a very short blue bar bonus (+Max end, or +rec, or +end reduction). This could lead to more round-about bonuses, like people who felt the need to take an agility or cardiac alpha incarnate can now take an increase ranged/cones or damage. Or some other stuff that I'm sure some of you guys could think of. Just a thought. Alternatively, you could also make electric jump to other targets that do a % of damage (not going to calculate anything) and it could go beyond the target cap. -
I just wanted to say that I made a Savage/SR stalker and I feel like it is so incredibly strong. Also wanted to say thanks to you Frosticus, because without your thread breakdowns on Savage Melee on stalkers, I may have went brute or scrapper which pale in comparison to the Stalker. So cheers!
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The unaddressed problem with new Electric powers
DrBasics replied to Draeth Darkstar's topic in Suggestions & Feedback
The recovery is not the problem as it was stated earlier in the thread, all the enemy needs is 1 endurance to cast any ability. And some abilities cost 0 (like the Death Mage suicide explosion). -
The unaddressed problem with new Electric powers
DrBasics replied to Draeth Darkstar's topic in Suggestions & Feedback
My suggestion on how to fix electric (ranged, melee is kind of fine), is to have the attack have a chance to jump to other targets and do a % of damage of the power used. Just do away with the whole sapping thing and go with the idea of chain lightning. -
So according to another thread about Bio, someone assumed that offensive adaptation increases +dam by around 25% for sentinels. He said: "It will show you the percentage on your hardened carapace toggle when you have it on and offensive selected." Any sentinels with Bio can confirm this?
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I mean, how much bonus damage does offensive offer? (If it is possible to put it into a percentage, even if you have to guesstimate)
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Wow, that drastic of a swinging change? What are the factors? Number of enemies around you (like shield)?