
DrRocket
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Everything posted by DrRocket
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This is a Quality of Life suggestion I for one, and not alone, can be accused to be an ALT-O-Holic, is there a class and combo set, yeap, I am going to build it and raise it up. This said my main problem is that SGs have a limited number of character slots that can be a member of the supergroup. If I have 20 alts, and others to, the supergroup would only have like 5 players total, which defeats the purpose of having an SG. A solution to the problem maybe to increase the SG size to have several hundred membership, or do something else. Since I have so many alts, I created an SG for them so I can store stuff and share among my alts without using the email system, the real reason I did the base incidentally, and then do a coalition with the SG as a player want to "operationally" be in. The problem is that players in the SG talks in SG chat and not in coalition as a practice, so if I am playing one of my alts that are not in the SG, I do not get to hear and contribute to normal SG traffic. Thus the request, could there be a special say Coalition Plus arrangement, thus being able to read and write in the "host or main" SG, thus rendering the personal SG a bonafide extension of the main SG. Only a thought
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Attacks without positional restrictions
DrRocket replied to DrRocket's topic in Suggestions & Feedback
Rune of protection is a new one for me, appreciate the advice, can you tell me more about it? is it an IO that any class could use? Sounds like an awesome solution to me. In general I don't have issues with debuffs, as long as they require a "to-hit" and are subject to resistance. Otherwise, you may be correct that I may object to those powers with the only difference being that I don't advocate, as suggested, to delete the powers but enforce a balance, in short for every attack there is must be a capable defense. Thanks for the advice -
Widow need damage resistance they are too fragile
DrRocket replied to DrRocket's topic in Suggestions & Feedback
Mmm, thought the streak breaker number was 9 misses and then bang in the tenth you get a hit. If it takes 99 misses to get the 1 hit, then you are right, streak breaker is not a threat. -
I recently generated a widow and find the class reasonably enjoyable. As I finally got her to 50, I began to play around with MIDS to find ways to make her more survivable. It was then to my horror that I learned that they have "Zero" resistance to all forms of attacks with the exception of Psionic. While they quickly achieve high levels of defense, they are going to be hit, if anything the streak breaker rules will make sure the hit does occur. When the dreaded hit does occur, it reall hurts, more than half of the their hit points go poof, the second hit will likely be lights out; to make matters worse, there are the non-positional attacks whuich are auto-hit that makes the issue even worse. Widows do not have like other classes a power that can click and get a boost of hitpoints or endurance, they do not even get accelerated regeneration either among their powers, ouch, that is harsh. When I looked at the epic powers, the widow could not choose from other pools only the patron ones, and not one has a resistance protection ability. I would happily would have gone for fire and get that plasma shield which would give me and assortment of resistances. Tough cost a lot of endurance and gives trivial resistance to lethal and smash only. I would suggest that one of the class inherent powers to provide resistance defense against all forms of damage, which can be slotted to at least give her a chance to achieve say 50% resistance to all forms of damage, this way she can take 4 hits before going down, and perhaps this added hit survivability give the class a chance to get out of the danger zone and heal up.
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Attacks without positional restrictions
DrRocket replied to DrRocket's topic in Suggestions & Feedback
Saiyajinzoningen I hear you, and thanks for spell checking me, I tend to be phonetic when I type. Still I feel when a player goes to great lengths and influence cost to optimize a character, it is inherently wrong to have game mechanics that arbitrarely denies the effort. I only seek to have my perceived deficiency in those powers that effectively are auto-hit have thier auto-hit eliminated. As I indicated resistance is of very marginal value, for all it does is reduce the duration of a status effect, it doe snot provide real protection. Sappers are devastating to all classes, very good concept of endurance drain as an attack, my only objection to this is their auto-hit ability. While Incarnate powers can mitigate the effects of "auto-hit" powers, they are not present during a character's development. Not al players play characters with the intent to do incarnate material. Some just enjoy creating new concepts and leveling to 50, before they go to a new concept. There are those players, who actually try to enjoy the content and level as it was in the old days as opposed to use fast leveling TFs such as Death From Below, and then thre are the AE farms... In this thread I am not advocating giving support classes any added survivability powers, just allow their defenses to actually work all the time. Thank you -
In general the use of fly is to get you from one mission to another, it has nearly no practical use when within a mission, for that you would use hover. In the old days, there was a common courtesy practice for all team members waiting for their team mates to enter the mission before clearing the map, now some as soon as they get in, they get down to business and often those with slow travel powers or not as experienced in the ways of inter map travel miss a good portion of the exp to be gaiend and in some occassions the stealther got to the clicky and clicked it before their team mates got to the location. Because of the above, is mainly the reason I sought a faster fly power, the purchasable flight is much faster, and I am yet to hear cries or complaints on how unbalanced that is. The truth is that the purchase flight is about the right speed to allow the game to be enjoyable and prevent the travel time from turning the mission from fun to boring. As it is for my fire/axe tanker with 10 toggles, I decided to buy the vendor fly despite of the detoggles, focused on getting combat jump for the knockback protection (I can slot an anti-knockback IO there and a stealth too!) Between my mission teleport, and the vendor flight I get to the mission with the rest of the group, and as the inconsiderate ones go to town killing the mobs in the map, I spend the time bringing my toggles up while the rest of the team assembles. If those who were to rude to wait for the rest dies, I chalk it to poetic justice, there is a reason the TFs are group events.
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This is a request more in the lines to aid support class survivability. It is common wisdom that for a support class to survive in the high level battlefield that "Defense" is a prime consideration, after all if you can't be hit - you don't die In general support classes do not haves no overall protections against status effects (such as holds) and modest resistance to damage, yet the poor widows have zero resistance to all damages but psionic, talking about a glass jaw! Making Defense a critical element for in the battlefield survivability. In general support class can get modest resistance to status effects, but the problem is that the best they can hope to achieve is reducing the duration of the status effect by half, which gives the mob plenty of time to close in and kill the player, so resistance is not really an effective choice. Through the use of IO sets, the player can achieve reasonably high defense values to reduce the odds of being hit significantly, and thus becoming survivable and becoming more reliable to perform their support functions. So far defense works well, but when they are attack for instance by a Rickti Mentallist whose hold attack is non-positional, it becomes for all practical purposes and auto-hit! Rendering the player's huge investment in IOs useless. Same true is for the infamous Zapper, another guy that just auto hits. In many ways having mobs or players with powers like this in my opinion unbalances the game. So could it be possible to ammend the powers that do not have positionals, to be positional such as the Rickti Mentalist to be a ranged attack hold? Thank you Ps: I know that some incarnate powers can mitigate the hold fest that Rickti spams so well, but it is not an honest or full solution to the inbalance, for instance what incarnate actually would provide protection from the zapper?
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Global Knockback->Knockdown IO for Travel Powers/Rest
DrRocket replied to TorrentYed's topic in Suggestions & Feedback
Why force a player to essentially waste a slot for a knockbac to knockdown? Why not add the option in the Options section? Just like we can have teleport ask us if we want to be transported. The player should have a choice in the matter, in real life we do, so why not in the game? I can seldom see a melee type ever wanting knockback, while blasters would want knockback when soloing but never when in a team for very obvious reasons. There has to be a mechanism to be able to go back and forth, and using the IO system simply does not meet the criteria. -
Not quite, but they should have respectable DPS, Tankers for instance where not originally not intended to have dps as a balance for their awesome armor and protections. With the IO set and Incarnates my tanker can hardly be accused of not having moderate or better DPS now days. What I seek is a balance with different shades of grey and not just black and white. Thus you have a range of DPS from decent to extraordianry, instead of nearly non-existent in the case of controllers. The game has addressed resistance and defense for most classes thru the new epic set of powers for example, a move in the right direction of giving protection shades of grey. Status protection is still mostly balck and white, I have proposed the lowest MAG protection for heroes/villains to be MAG 4, note that Scrapper types have 8 and Tankers like 12. Just trying to expand a bit, if you have shades of grey, soon any class could actually farm for example, of course some classes would be much better than others, but at least any class could it in reason.
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QOL: Remove the Enemy Auto-hit after so many misses.
DrRocket replied to Captain Yesterday's topic in Suggestions & Feedback
I thought streak breaker was after 9 consecutive misses, its bingo we got a hit! It is done individually and not by group, so even with a group of 100, it would be 10 rounds before you are obliterated by design. -
Roderick The normal travel powers does not detoggle you, but the P2Vendor flights does. My Fire/Axe Tanker has 10 toggles, so the decision to get the P2 vendor power was a difficult one, but thelure to get an additioanl combat power won. I just haave to plan my landing spots more carefully, and the team can wait till I toggle-up. I also purched all the teeleports for the P2 vendor which makes this issue less painful
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Just a proposal By now I have a variety of alts and have all classes represented at level 50, still working in getting all their incarnate slots to level 4, and IO set them to tip top. But when I play my defender, a lot of the "handicaps" to the class does not strike me as logical. I know that other classes such as the controllers for instance shares many of these issues as well. So I look at a Defender, and wow are they classy, and have real showy powers, and the name says it "Defender" When I buy the primary set of powers, which are usually are forms of Buffs, I sadly discovered I could not buff myself but only others. I figure that at one time this was done so Defenders would be more focused in playing other classes' "nurse" than any other activity. Made sense to an extent. But explain to me, how a status effect helpless defender is of any support when any AOE effect takes them out of the picture? On the other hand with the new IO set and Incarnate system, the need for Defenders has greatly diminshed ( there is no more the posting of TF looking for healer and the entire team is waiting for a defender to sing up). The price of being a group "nurse" was the deep penalty of them being able to solo as effectively and comfortably as the melee classes. So why not remove the "nurf" on Defender and other classes primaries? Why not let these previosuly regarded as support classes, to come to age and enjoy their full potential? Especially since thier "nurse" role is no longer truly needed? Lets talk about Defender secondaries, I am sure Controllers and others have their issues to. The Defender's secondary power set is acquired at full price, just like any other class acquires their powers, but it is the only class whose set performance is nurfed by 50%. I interpret this as I pay full price but only get half of what I paid for. Of course that is when I am in a team of 8, must be once again the punishing incentive to play a nurse doctrine. And when alone the nurf is only 20%. Once more, remove the nurf, let the Defender be respectable and fully able to contribute in a team and capable when alone. When I play my melee classes, I tend to play Scrappers incidentally, but I actually farm with a Fire/Axe tank quite well and effectively. I often hear Defenders moan about the pitiful damage they do, and laughed about it, and then thought, they can't even defend themselves when under attack, like say from an ambush which is often are spawned right over you. I stopped laughing. I for one, in a team would welcome the extra firepower from a Defender when doing thinkgs like AV fighting and Hami; also would be nice to be able to depend on them when it matters (there i snothing more demoralizing when my health is really low and the defender is status effected out of the fight). Incidentally as a Scrapper, I tend to hang back a bit and deal with all mobs that threaten the support staff, since they are unable to effeectively defend themselves, just think a cheap shot status effect to make sure they are helpless (especially after they already gobbled their break frees) and then murdered. For the Controller, you all got to give them some DPS, it is insane to try to solo with them. If anything why not give one or two shifts in damage to their control attacks? At low levels, it took me forever to kill a yellow mob, and by the time he finally when down, my enduranc eleves were at the fumes level. Just a thought, I really want all classes to be as flexible and enjoy ease of play as much possible, think of this metric: "All classes should be able to farm as well, but they all accomplish it differently" Now go over each class, and redo their power sets that would enable them to accomplish it. For instance let the peviously regarded support classes enjoy MAG 4 inherent or through a common defensive power or a buff that works on them so they are not that totally vulnerable and can be heroic. Melee Mag protection tends to be 8 or better in the case of tanks. Just a nice Christmas thought...
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QOL: Remove the Enemy Auto-hit after so many misses.
DrRocket replied to Captain Yesterday's topic in Suggestions & Feedback
I could not agree more with regards to defense based characters and the streak breaker... Here you are in a normal TF, lets say Lady Gray. When you get to the Hero One portion, there may be dozens of Rickti going at you, so all of them are mostly missing, after all itis possible for them to roll a 5 or less (5% of the time), but after ten rounds, the great majority of them will "by design" strike you and then its lights out. The player is simply out of luck. I play a Storm Defender, when it gets to survive the spammed use of Status effects, it all comes down to not being hit; because when they do hit, its over, and my character is essentially murdered. So the streak breaker on the NPC side is a bad thing all together. I do have a question, my MM had a 56% defense versus AOE and Ranged, yet when I was doing Lady Gray, every Rickti Mentalist nailed me every time, never missed a status effect attack, what gives? At first, I thought, well he got lucky and rolled the 5%, I survived because of my pets, and then he Status Affect hold me a second time, nailed me, and a third time and then he died because my pets finally overwhelmed him. Now I can buy the 5% chance, but rolling 5% chances three in a row? Sure it is possible, but really? Then I moved into another room, and guess what Held by the very first try of the Mez boss, and again, and again. I went to powers, and checked my defense and it was almost at 60% for both range and area; be mindful I hover high to force attacks on me to be ranged or aoe. I would appreciate if anyone can explain, what I am missing with the Rickti mentalist mechanics, are there status effect auto hit? -
I play a Necro/Dark MM I love life drain and it is a key power towards the survivability of my pets and thus me. I have installed the 6 aura IOs to make them tougher, and I follow them within 20 feet and spam the aura heal while having life drain as a secondary personnal heal and enemy debuffer. What I really need is a new command button: "All Attack what I target" Pets automatically target what is being targeted by me, as it is I have to retarget, then click on all pets attack. This consumes valuable time, when trying to keep them healed while also trying to take care of other team members, and be aware of the combat environment, it does get rather hectic. Incidentally, I disagree with OP on changes, I like very much the ranged attacks for my pets, pretty good when fighting aerial foes.
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I particularly like to fly, it does make me feel kinda super... My problem is that there is no reason to buy fly or any travel powers, when you can go to the P2 vendor and buy them there. Those movement abilities are much faster than the regular power fly and they even provide some semblance of protection to boot. I am not advocating the removal of travel powers from the P2 Vendor, I fully embrace the reason for them being there for they solve a large number of old day game mechanics quite well. That said, I believe that if a player buys a travel power through the proper character development system such as flight and super jump, that those powers performance should be noticeably better (faster) than the ones you can purchase with influence. For instance the normal flight should be as fast as what it is now with afterburner, to make it competitive with the purchased ones, and then boost-up afterburner. Since I am not a fan of super jump and super speed, I can't really advice what the new performance parameters can be since I have insufficient understanding to benchmark them. But I am sure other players, who do, can provide reasonable suggestions to complete my proposal here.
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Colleagues and fellow gamers: As I engaged in a Numina TF over the weekend, it occurred to me Why not let the hunt missions be done in parallel rather than in series? One of the reasons, Numina feels slow and perhaps somewhat boring is the go somewhere and kill a number of bad characters. And then we go one area at a time, and burn time like there is no tomorrow. Now since many players knows the what to defeat and where, why not allow the defeat counters of all zones activate right after the CoT mission in Perez Park? Sure the mission originally display may say kill 10 Clockwork in Atlas, but as they being serviced all the other zones are being serviced, so when Atlas is done and the next zone may have already been serviced, perhaps the third or fourth zone may say defeat 2 family in IP for example. By doing this, it would actually make the TF more fun, and encourage more plannig and team work. What do you all think?
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Before it seems I am just criticising the game, I want to declare that I do enjoy the game and recognize the many fixes and improvements in it that i smaking the game so much more fun to be played by the many different types of players. Now lets talk about the TFs, I was making fun with other players that Citadel sends you to Independence Port for many of the missions and he is stationed in Talos, then get this Penlope who is based on Independence Port has most of her missions in Talos. Synapse is in Skyway and most of the missions are in Steel Canyon. Numina, good grief, is the great tour of Paragon. So while I am not criticing the game by any means, I believe at the time this and otehr TFs were made, the concept of "time sinks" were needed within reason but content did not quite exist for it was in the process of being created; this makes the difference from a newly established game versus a long ago established game. With the revival of COH by Homecomming, there has been many QoL improvements such as ATT, TT, MT, rocket boards, etc which mostly concentrates in making the inter mission travel less grindy. Kudos for the effort! But if the time and effort is available why not relook at the TFs and limit the missions to the zone the hero is at, Positron all happens in SC, Synapse Sky, Penny IP, etc. It would be a QoL type improvement, also goes easier on new players trying ot learn the maps. I just got a friend to get into the game, and he is a first timer, and Positron sends the team to faultline... Another improvement can be on the nature of the missions within the TF, be nice to reduce the copy-paste feel, Citadel go to IP hit council base get 1 computer, next mission the same as before but 2 computers, next mission the same as before but 3 computers, and yes the next missoin same as before but 4 computers. Why not just have the go for the 4? and do away with the other 3, best yet change the other 3 to something else all together would be great. Just the Augistine TF, tha tone is repetitive and just down right ugly, kill 50 mobs here, then again somewhere else, why 50? Numina at its worse had 20. Just thinking aloud, I don't think the game needs time sinks anymore, so why not remove the old time timesink tricks? Thank you
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Yes, I am a role player, and need more space to properly set my charactr in context. Thank you for this very good suggestion
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Wow I support that! I am getting to be very old, and my eyes are not quite what they used to be, and when it gets to hand to eye coordination, well I am not tops as I used to be. The issue of missing the #1 attack and tray 1 happens more often to me than I like, especially when I am excited in the middle of heated combat. So please, please give me a tray number lock, that would be so awesome for me an old timer... Thank you, thank you for this very awesome suggestion
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Add a massive Absorb shield to MM pet Summoning
DrRocket replied to Galaxy Brain's topic in Suggestions & Feedback
I feel your pain, but... When I IOd my MM there are 6 auras you can slot that gives a lot of toughness to your pets, that is they don't die as easily. I play a necro/dark MM, Since I follow my pets within 20' I spam my dark heal area effect, and keep my pets and myself continuously healed. You be surprised how effective this is, the difficulty is keeping your pets from spreading out instead of keeping focused on a target. I wish there was a command that would auto-target them to whatever I am attacking, instead of having to target, command them to attack my target, and then try to keep them healed. Another survival technique is at 50+ is to IO in such a way to have at least 45% defense versus ranged and aoe, that means you don't get hit much, you use hover and stay above melee range. The aoe defense is critical, since you are within 20' of your pets, you are going to be spam AOEd, the high defense coupled with your spaming PBAOE heals will keep you alive and going. But it is true, with mean AVs despite it all, your pets can and will go down. Once I have a 25% loss, I click on passive and retreat to a safe place. Afterwards I recast my missing pets, buff them, and then go back to taking care of business. Hopet his helps V/R -
I believe a great QoL besides increasing damage, is to re-define all Axe attacks that has knockback to be instead knockdown, its crazy to have to be chaing the mob you knocked away so by the time you get to them they are back on thier feet and your knockback did nothing but harm you, since the tanker is getting beat up by other mobs and you are wasting time chasing a mob. Another thought I had, was back in medieval days, Knights used axes because they could pierce through armor much better than a sword could, would be interesting if axe attacks would have a smash and lethal resistance debuff. Just some thoughts
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At risk at sounding ungrateful, I do recognize that Homecoming developers and staff has bent over backwards in giving us better and faster ways to get around, especially in between missions. Yet I do enjoy very much participating in ITFs, yet to get to Cimerora I have to go out of my way to a university campus (not nearby a tram), then zone in the midnight club, and then walk thru it, and zone in past the doors, then finally zone in to Cimerora. I get the colofulness of it and that during live there was a need to make it appear that content and maps were larger by using travel as a mechanism. I like to believe in Homecoming this practice is no longer observed, as made evident on the many ways to transport or be transported around. With this in mind, why not qive us a Quality of Life improvement and give us a portal to Cimerora? Would be nice if our bases could have the beacon to Cimerora, but it would be also good, and perhaps simpler, if the Orouboros portal would have Cimerora as a destination, since Orouboros is all about time and space manipulation it would make ample sense Just a thought V/R
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You can achieve your wish woth a free to set up super group base, it does take alittle bit of work to maintain but it is possible. I hope this helps V/R
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I agree with the OPs identification of the problem I think it would be simple just to shift up the amount of damage of the attack, instead of making all sorts of changes. That is if the attack does moderate damage, the corrected version does superior or high damage. This way it artificially compensates for the long graphic timelines. Just trying to keep it simple. V/R
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I recently rolled my first Sentinel, and I totally adore it. I was going to recreate my blaster from the live days, but in my mind good damage at moderate range and status effect protected! Sign me up! The only thing I would really like to see added to the Sentinel is a snipe attack, so the sentinel can assist the team they are serving in to pull mobs in a tasctical manner. Otherwise I have no issue with the attack ranges, for that indeed differentiates the combat performance between sentinels and blasters. I have no issue with the damage of the two being comparable. Regards