Jump to content

Lost Ninja

Members
  • Posts

    485
  • Joined

  • Last visited

Everything posted by Lost Ninja

  1. Same... weird... 🙂
  2. Trying to build a better scrapper/brute for my next character. Ideally I want to go for a positional defence set rather than a resistance set like my current brutes are. So quick question regarding Positional Defences: When checking for a hit against defences an enemy attack will apply against the highest applicable defence type. So if you're shot by a demon with Flares it will check for Fire Defence, Ranged Defence whichever is higher. Amount of damage done is then applied against the fire resistance. What the attacking power is intended as eg Ranged, Melee, AoE, is what the positional defence checks against not where the mob was standing when it was used. Flares used in melee range is still a ranged attack. I don't know if there is still un-typed damage in the game but if so this will be checked against positional defence? Am I understanding this correctly?
  3. Figured I'd try running Tip missions to level and earn merits, until now I have fairly ignored both tip and paper missions in favour of AE and normal arcs (depending on what I was levelling with (AT etc)). For my current trio of mind/kin controllers though I figured that it would be a handy mechanism to not only earn merits but level with too. At level 24 I have found that the Dropped Picket Sign Tip is about the fastest, and another with freaks (Tea and Cakes?) is XP worthy even if I hate freaks with a passion these days. So I was wondering does anyone have a list of all the missions which are Fast to complete. For example the Dropped Picket Sign is two groups to kill (an Ambush and Boss group). From a pure farming (for merits) perspective which are the best Tip missions to do?
  4. /macro CC "cce <slot> ccSuperSerum$$l It's Nova Time$$powexecname Nova" Might do it, tbh not really done much with costumes. It might also require two presses, it depends how costume change emotes work with powers. (Replace <slot> with the costume slot you want to use, slots start at 0 for the first slot.) Breaking it down: cce = costume change emote $$ to split up sections of the macro/bind l <text string> sends what you want to say to local, considered bad form (IMO) to send it to b (broadcast) or other chat channels... powexec_name = Activate this power. Much more info here: http://www.shenanigunner.com/CoH-CoV-Technical-Guide-v276.pdf
  5. Planning on trying the Rikti as the Guardians use AM and I think shields, plus heals. But I'll agree the Cimeroans are pretty neat.
  6. I for one appreciate your responses, they're interesting and informative. Thank you.
  7. Clearly game should be balanced around multi-boxing as that is what i enjoy... 😛 ((And for those of you without the humour upgrade that was a joke...)) Well not the "I enjoy multi-boxing" part, because I do.
  8. AFK in the base while watching YouTube or browsing Reddit or these forums. Or reading books with one eye on LFG/Help.
  9. I'd like to see the disruption field be able to be used on an enemy so it's not useless except in teams. (Or maybe use it on yourself.)
  10. Maybe a sort of reverse power-boost making secondary effects on the enemy target less effective. -Res if they have high Res, -def if the have high defence.... etc
  11. I find it interesting that you suggest that people who only want all the costume pieces play on Icon yet don't take your own specific play style to a server that supports it.
  12. There was at some point an announcement that the various in game advertising boards would in some cases be used for tasteful real world products (CoV Launch maybe?). I think this suggestion would be far more fitting.
  13. It would almost certainly be as much work to change existing HEATs into a true shape shifter as it would be to to create a new EAT which was a shape shifter. Makes far more sense if that level of work is going to be required to make a new AT which would upset less people than to try to modify an existing one.
  14. I play on Reunion and at least on Wednesday night there seemed to be very little ToT going on (we had no power last night so I couldn't get on at all), if the event was only two weeks (week either side of 31st maybe), then people would still be enjoying it on the 31st rather than being totally jaded.
  15. I love kin as it is, just as I love several other sets. Are any of them perfect? No. Would I like to see changes? Of course. Do I believe they need changes to be good? No. While you're entitled to your opinion it's no better or worse than my own and I don't need to be unpleasant to make mine.
  16. And for the love of all shorten it.
  17. My original thought wasn't really the point of my post. It was just an aside. As I understand it the way knock (in any direction) works now is that under a certain amount you have knock down, over that amount you have knock back which is why some powers that are knock down knock back when used against targets sufficently low enough to you or if they are fully slotted with knockdown. The knockback to Knockdown in SA (I'm unfamiliar with the other one) I think just removes 1k knock from which ever power it's slotted in making knock back automatically knock down. So adding stun to that wouldn't make any sense. However if you said that no knock back/down was 0, knock down was any negative value and knock back was any positive value (-knock = knock down, +knock = knock back). Knockback IO sets would then apply an increase to that value, not sure how to describe it mathematically, but if you have a negative value you remove more so the IO makes knockdown stronger, if already positive it increases that positivist. The proc IO then just flips the sign positive to negative (or the reverse). The inherent I suggested would do the same thing as the proc and flip the sign. With the inherent unused nothing changes for the end users, extreme knock back (+knock) would still knock things back extremely (Hellion Ball in AP). Knock down (-knock) similarly would work the same. Using the inherent toggle would flip the two round. So if the above were true (as is not the case currently), adding something like a major stun on low duration to -knock at low enough magnitude (as in mag 0 knock is no knock back, -1k mag knock is a "high" mag knock down) which would indicate that not only has the mob been punted into the ground but hard enough to stun them. Of course there will be edge cases that the above doesn't address, I don't have intimate knowledge of the entire game and every power in it. I can think of a couple of things that any change to overall knockback to knockdown wouldn't address. There are a couple of powers that do knockup... I don't know if that is a knock down with a n animation that makes it a appear back to front, or a low mag knock back that directs the mob up from the ground... possibly test it with a Wisp as they have an inherent irremovable fly (IIRC), but really I don't care enough... 😕 My OP was really I would like to see a global toggle for +knock to -knock, but I don't want it locked behind an accolade. Unless the accolade is account bound or so easy to achieve (that you might as well make it inherent).
  18. TBH I think if you're slotting heavily for knock down, there should be some benefit to it beyond the knock down. Knock Back has the benefit of knocking the mob away from you so it has it's own benefit. Knock Down doesn't really have anything beyond the basic knockdown effect, once the mob is down it doesn't do to slot it further. Yet set IOs (any of the knockdown sets) have benefits beyond one slot of knock down, it makes sense to give them some purpose other than just knock down. Bonfire is a whole other kettle of fish. Turning knock back into knock down in this power takes it from an easily skippable power into an near must have. I think (and I might be wrong here) that knock down is already in effect a low magnitude knock back. In the case of powers that do knock down already if you increase the magnitude enough to cause them to stun they'd just knock back instead. Either that or just have the chance to stun added to the power so that powers that can never stun won't, powers that can will.
  19. I didn't know that. And I use it all the time. 😕 In that case I'd increase the whole power to be TAoE (and all the others like it, Clarity etc).
  20. Master of Runs give badges. As for AE farms, the accessibility of farming is easier than it was before AE but it is still entirely possible to get fast single (or near single) type damage in normal content, it's just harder to manage for something so easy to build as a */fire brute. In HC using a */fire brute in something like the Harvey Maylor demons map would be insane XP.
  21. My dream... 😉 Player Controller with the power that cause the containment: 2.2x damage. So reusing a Hold on an already held mob would do slightly over double damage. Non-Containment powers by same player: 2.0x damage. Mezzed targets take 2x damage from damaging attacks from the player. Pet/Epic/Patron power by same player: 1.75x damage. Team mates/non-player owned pets: 1.5x damage. (With chance of a single mez effect breaking based on rank of enemy,) Increase damage on mobs for the whole team.
  22. And while we're at it beacons for the Shadow Shards, Praetorian and Cimeroa.
  23. Same to be honest, if I had a skill that was worthwhile them using... 😕 But I know of many who are waiting to see what happens on the legal front before they plan on even getting back into the game never mind creating stuff for it (and most of those wouldn't be doing in game stuff but fan sites).
  24. Personally as a primarily Controller/Corrupter player on HC (played a Kin/Dark on live into incarnates), my "issues". Increase the up time, cooldowns, costs, etc of the player buffs so that they last for 4 minutes each. (same could be said for player buffs in other sets too) This would in no way assuming the balance is added to cost/etc change how the set performs but would make having to rebuff somewhat easier than it is now. I would suggest this change for all player buffs in all sets, short player buffs are a hindrance to everyone. If the c/d of the buff is under the up time (un-enhanced) the up time should be 4 minutes. Things like Forge (Thermal) which has a long c/d and is clearly not intended to buff the whole team should remain as it is. Same for AM (though I'd expect that changing it to have a longer up-time and cooldown wouldn't be so bad either). Change IR to buff like Speed Boost (from PBAoE to TargetedAoE). To match the other player buffs in the set, especially now Speed Boost/ID are TAoE (they used to be single target buffs). Additionally add a +fly speed to it (similar to afterburner), it already cancels out momentum in Fly (Fly performs like Hover). I don't have any issue with either siphon speed or siphon power. While I wouldn't be against them being better I'd prefer the addition of some mitigating effect like -tohit than -damage (never enough to stop the mob killing you anyway). But I think given their benefit they are fine as is. Personally my least favourite power in the set is FS. I mean I love what it does but to get the bet benefit you must be in melee range, with no other mitigating effects (within the set) I often find that it's a case of being able to cap my damage in the few moments before 16 angry mobs kill me... 😕 A short duration (0.5 sec) duration high mag stun; or a longer duration -tohit/blind (either or but non-stacking with other similar powers), would mean you can use it a bit more safely. Lastly I love repel, I find that it's much more situational than perhaps it could be, but like others have said remove the per target end cost, increase the overall cost.
×
×
  • Create New...