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Everything posted by Night
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I'd like to see Rage get the treatment Practiced Brawler gets in Sentinel SR set. You have 2 versions and you can pick between them, the current version or an auto power that passively increases damage and tohit but doesn't crash. May as well give them the same numbers, since you can easily doublestack Rage as is, so there's already the drawback of it being an auto power right there, that can't be doublestacked for double the damage and tohit boost.
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This game is not difficult. And no, this is not an invitation to whine about making things harder or bringing in nerfs. It's a good thing. Any combination of ATs on a full team can deal with any situation. A full defender TF is a breeze with all the buffs and debuffs flying around, so having multiples or even an entire team consisting of one AT isn't a problem either. People even used to have 1AT SG coalitions consisting of entire supergroups formed of people using only one the same archetype per supergroup and had plenty fun with doing content that way. There are so many archetypes to fall into a varied way of playing, so you're not lobbed into the boring and uninspired trio of tank/support/DPS that so many other games stick to. If you don't enjoy playing a support AT in a fully IO'd out team of incarnates, perhaps try a different AT to better fit your wants? I main a controller, and while groups vanish before I can slap down more than one power, I don't find it something to complain about, I know where my strengths and powers lie and I know if I tried taking down that entire group solo it'd be a slog. When the group gets to multiple bosses or an AV, I can floor its stats and turn it into a walking health bar without an issue while the rest of the team beats it down, and that feels satisfying and powerful. Being able to choose any of the ATs and still fit easily into any team setup is a good thing and works for the much wanted power fantasy. But to bring myself back on topic, I don't think the sets need those changes. By design the support sets mainly affect your teammates or enemies and not yourself, unless it's an AoE buff centered on you like Shadow Fall, Regenerative Aura or Healing Aura. While it's easily possible to solo on a support AT with the right setup and lowered difficulty, it will always be a slog cause that's not what they were designed for and that's not where they shine, and it's something to keep in mind.
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You're the one who forced your confusing analogy of replacing 'support' with 'woman', but curiously only in the first instance of the word to spin a sentence in your own weird way and provoke people. Very inconsistent of you on top of everything. Its utterly hypocritical that you can strawman somebody's argument the way you did, and then try and make it out like you're the one whose character is being attacked. And dont pretend that the GMs were here to defend you, your post was removed because you instigated this bizarre tasteless narrative
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Orphaned warehouse worker This, uhh, creepy thing I've not seen until now in Night Ward, seems to have the description of...I wanna say a Scrapyarder but the wiki text doesn't match. Seems mismatched to what it's meant to be on either way.
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issue 27 Patch Notes for April 20th, 2021 - Issue 27, Page 2
Night replied to Jimmy's topic in Patch Notes Discussion
Is there a bug feedback thread about the patch someplace or should they go here? Anyway, one of the Carnival of Light tunnels in Night Ward is missing the 'day magic' visual effect you get whenever you enter the area, specifically the one where the Mistress of Fate hangs out at. The other ones currently work fine. -
That's just giving everyone status protection which has been said no
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THIS IS A QUIET ROOM! REMAIN QUIET! The power suppression rooms in AE. The rooms which were made so people could go there and create arcs and whatnot without being interrupted by random powers, even advertised as having power suppression active, don't. The power suppression field is missing and sadly so is the purpose of those cool, quiet and well-decorated cosy rooms. Edit: After a good point made below and checking all the AEs, the only ones this seems to be an issue in are the Kings Row and Brickstown AE buildings.
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The one-handed rifle When drawing a Rifle of any kind, sharing its model, be it the power set (Assault Rifle/Beam Rifle) or a temp power, the character holds it like you just pulled out a sword or a mace instead of a rifle. The animation for drawing and properly holding the rifle are there, it used to work way back, but has been bugged for ages. Making a splash! When falling into water from some height, your character immediately goes into the idle 'floating in water' animation loop instead of briefly submerging underwater and floating right back up. Again, this used to be the case and the animation is there somewhere but hasn't been playing correctly in ages.
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Going on a small tour of Praetoria, can't miss Neutropolis' floating trees, grass and car wrecks at loc 6756.5 -49.9 -546.4 Neutropolis' z-fighting dirt at loc 6213.5 -69.5 -1565.7 And the local favorite at Imperial City's Studio 55, one-sided wall at loc -470.0 -318.2 -1153.0
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The quantum states of Vendor 73-223 A bizarre map bug seemingly specific to the Neutropolis vendor, a clockwork called Vendor 73-223 whose goal in existence seems to be staring at a wall. Its map vendor icon seems to disappear when you get close to the Lambda Sector facility, although not always. And it comes back when you move from the facility, again, not always. I tried to find the spot where the icon disappears from the map but testing was inconclusive Further, when the icon was missing and I didn't follow the road, the icon remained missing even when face-to-shoulder with the vendor ...and then it reappeared again when leaving the area via the bridge and remained there upon checking in again
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It could help to put the spam in one place. And it might even be useful to tab into when you're actually looking for an event.
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Seems it might be an issue that each stack is on its own timer, instead of adding up together like Staff Melee or Street Justice combo system works. If that's the case, then yeah, it could do with changing to work cumulatively like those other sets do to be more reliable.
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Sounds like someone who got shut down trying for ERP and is being super salty now
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Toy Batting! The April Fools temporary power, Toy Bat, deals actual damage to player pets, which allows anyone to kill your pets, albeit extremely slowly, dealing around 5-75 damage per hit, but it does oneshot the little prestige pets that have 11 health. Or seriously damage a lvl 1 mastermind pet.
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So here's the suggestion: add the new faction of Freaklok into the AE for us to play with. Those guys look awesome and they only show up in the last mission of the new arc, it'd be awesome if we could use them in our stories as well. Also, dunno how much digging in the spaghetti code it would require, but those guys could be given a few generic lvl 45-50 radio/paper missions with them as the enemy group, just to proliferate them into existence as an actual new villain group. And while we're at it, it'd be AWESOME if we were given access to all those new costume parts the Freaklok have, cause they got so many! And most the time they're on player-model and not NPC-specific build, so it shouldn't be difficult to put them in the costume creator, right? Sadly the wiki isn't updated with screenshots, but they're listed now https://hcwiki.cityofheroes.dev/wiki/Freaklok
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If mez protection is the only reason you die, then you might wanna rethink how you build and play the game. What's that over there, is that a breakfree? Problem solved
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Uhhh, Massively Multiplayer Online game, emphasis on the multiplayer bit. There are solo AT's, which are Scrapper and Brute. Both of them have inbuilt mez resist, so I guess the solution is, if you wanna solo, use those 😕
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Nobody seems to mind absorb in Sentinel Regenereration, so putting it in the base set is only gonna do good things to its survivability. Also overhealing, yeah. Moment of Glory was a strange design, but well, take what we can get and the set needs all it can get in terms of defense and resistance. It was even more 'fun' and 'thematic' back when it set your HP to 25% and didn't allow you to heal, but we don't have to look that far.
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The changes aren't made to drastically change how you build a regen character, or particularly slotting. It's more to make the set more viable and just fun. I don't IO out 90% of my characters, and those changes were mostly made with SOs in mind. But when making a tight IO build such as with regen, I know any bit of defense is valuable so I added a bit to Resilience fitting in numbers with Invuln's auto defense power, to not make it overpowered or silly. Addition of the small amount of defense was mainly to help out IOing up, while being something to work alongside Combat Jumping or Hover as both also add a tiny amount of defense that might eventually help out. I imagine adding defense to Resilience would change slotting only just, with it also being the only resistance power, you'd most likely wanna 4-slot it with Unbreakable Guard for that melee and S/L defense which leaves you 2 slots for procs. Or, give up on Unbreakable Guard slotting and fill the power with procs, which would free up perhaps two or three slots to use elsewhere in the already slot-hungry build I'm sure Reconstruction having a 25% absorb is not a huge problem. It's base recharge is 60 seconds. For the numbers, I looked at Bio and it's Abalative Carapace which sits at 90s recharge and provides 30% enhancable absorb. Bio also has inbuilt defense, so regen needs something to not be so easily outpaced. Pulling the absorb value back by 5% due to lower recharge should even it out while not making it useless. At capped recharge, that puts down Abalative Carapace down to 22s recharge with 30% absorb, and Reconstruction to 15s with 25%, with Abalative Carapace only taking 7 seconds longer, it still makes Bio the stronger set but lets regen fight its way up. Regen could really use those mechanics given it has no inbuilt defense outside the godmode on a really long recharge. With regen, anything that can hit you will hit you, hence the recharge time resistance almost capping with my changes. When your clickies are on cooldown, a single ice blast or a web grenade can make you despair and die. Those are common in Circle and Malta, some of the main lvl 50 enemy groups.
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Regeneration has been under-performing for ages to the point that nerfing it is a running gag. It's been long outclassed by other sets and never really brought back in line, even with the Moment of Glory tweak which I think was the last major change they did on live. First off, let's take a look at what Regeneration currently has going for it (values taken from the current Mids build for Scrapper) Fast Healing: 75% Regen, 25.96% Regen Resistance Reconstruction: 24.99% Heal, 15% Toxic Resistance for 60 seconds Quick Recovery: 30% Recovery Dull Pain: 39.99% Heal, 39.99% Max HP for 120 seconds Integration: 50% Regeneration, Mez Resist Resilience: 9.38% Resistance(All), Disorient/Stun Resist Instant Healing: 600% Regeneration for 90 seconds Revive: 74.98% HP Self Rez Moment of Glory: 71.25% Defense(All but Psi), 71.25% Resistance(All but Psi) for 15 seconds A lot of healing, some minor resistance here and there but the set's defenses are mainly packed into Moment of Glory for taking the alpha strikes from groups or an AV. Having almost all it's defense and resistance packed into one power is also what makes the set so difficult (read: expensive) to build into decent defense numbers. With my changes to the set I tried to not so much change how each power works, but more add small bits on top of what they already do while keeping to the theme. Some powers still suffer the simple design from early on in the game's development and could do with updating, including something that helps the set overall. Here's the suggested additions to above powers: Fast Healing: +23.50% Recharge Time Resistance Quick Recovery: +23.50% Recharge Time Resistance Reconstruction: +25% one-time enhancable absorb Integration: +23.50% Recharge Time Resistance, 48.19% enhancable, tick-regenerating absorb Resilience: +15% Recharge Time Resistance, +3.75% Defense (All but Psi) Instant Healing: turn into a toggle again Revive: Make it usable when you're not defeated, healing for 74.98% max HP over 30 seconds As defense builds usually fall when faced with Defense Debuffs, so does Regeneration when hit by anything that does -recharge, so giving the set an overall almost-capped resistance to Recharge Debuffs seems like a good idea. Taken from looking at Super Reflexes' inbuilt Defense Debuff Resistance sprinkled between all it's autos and toggles which goes above the 95% hardcap when enhanced and totaled. Regeneration only has one active toggle, so distributing the recharge resistance mainly between autos seems the better move here. If it needs a thematic explanation, you could say that your overclocked metabolism makes you nigh-immune to those effects. Next, the addition of absorb into Regeneration was a great idea that works out well for the Sentinel version, so it should work well for the other versions as well. Having a constantly regenerating Absorb bar on Integration should improve raw survivability while not derailing from the concept of self-healing. With both health bars tick-regenerating at their own rates, at least I think that's how persistent-absorb works. Adding a chunk of Absorb on Reconstruction would further improve an already decent power. While conceptually Regeneration doesn't really fit having defense, I'd still want to add a small amount in Resilience and open the power to defense slotting. If that thing can give damage resistance against everything, it may equally explain a tiny amount of defense, equal to Invulnerability's tiny amount in Tough Hide. Finally, while I think the greatest overall buff would be the addition of Recharge Time Resistance throughout the set and integrating the Absorb mechanic, Revive being usable outside of being defeated is the one actual biggest change to how a power works. Just as how it works in the Sentinel's Regeneration version, or the Unrelenting power from the Presence pool, you would be able to use it as a mini panic button that adds on top of all the regeneration as well as using it as a self rez when defeated. It would also become a more valid pick than just a replacement for a wakie. I don't think any set should rely mainly on their tier 9 power for the bulk of its damage or survivability, that's why I tried to add more to the rest of the set so you don't have to feel safe only when MoG is available. Regeneration used to be really, really strong back in the day, too strong, but then it kept being nerfed repeatedly to a point where it can't stand up to some of the newer sets. I remember when Willpower was released, that used to be the new Regeneration with how it also had more going for it than just health regen. Regeneration was once one of my favorite sets and I'd like to be able to use it again without feeling that I could be doing so much better, and at much lower cost to my build, if I simply ran with a secondary with high inbuilt defense or resistance.
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Nobody is forcing you to run those. In fact, you can play the game never once running it 1-50, so forcing a limit on EVERYONE just because you don't like it is very selfish.
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Pool Powers / hasten / epics / thoughts
Night replied to Incursion's topic in Suggestions & Feedback
Or maybe people are just tired of having this same discussion. You don't need Hasten for a good build. -
Focused Feedback: Travel Power Updates (Build 1)
Night replied to Arcanum's topic in [Open Beta] Focused Feedback
I don't like that this means there will no longer be a power just called Invisibility anywhere anymore. -
Why Extensive changes to Existing Popular Power Sets?
Night replied to Taboo's topic in Suggestions & Feedback
Is that like cottage cheese?