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Night

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Everything posted by Night

  1. 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.
  2. Sounds like someone who got shut down trying for ERP and is being super salty now
  3. 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.
  4. 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
  5. 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
  6. 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 😕
  7. Carry a few of those with you into missions and you're fine
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. Or maybe people are just tired of having this same discussion. You don't need Hasten for a good build.
  13. I don't like that this means there will no longer be a power just called Invisibility anywhere anymore.
  14. Is that like cottage cheese?
  15. I like going around the old maps. A good log of how they were before the many updates to the game, and good for occasional nostalgia trip. I like 'em. The game's not that big, you can literally run it on a mobile phone, if you look it up on youtube.
  16. In this game, things that are rare are IO's themselves. There is a set for anything useful, and all IO rarities have varying numbers for bonuses, going up with rarity, mainly defense/resistance and accuracy/damage. If you're obsessed with range, then easiest is make a /energy blaster and get range boost to perma. +range is useless compared to things like defense or accuracy, especially when most maps consist of caves or corridors where more range won't help you. If you play at +4, or even through incarnate level content like itrials or DA storyline, even base defense softcap won't be enough to be safe. Even in regular missions you can still be hit and gotta think of building a rounded build, even as a blaster. Those set bonuses are common throughout various IO sets because they are the most vital ones for a pumped-up build and distributed so that no matter your powerset combinaiton you have access to the highest tiers of them.
  17. The update's pretty hype, I'm a bit uncertain about the Siren's Call flip tho >.>
  18. Another on the "Cool, do not fix!" list: Using Danger Sense (Ninjustu) or Focused Senses (Super Reflexes), or anything toggle which uses the 'look left, look right' animation while flying in air, sometimes having to need to be in-combat-stance first, you'll do the animation for Dragon's Tail from Martial Arts instead, and it's fun to click and detoggle and repeat to spinspinspin yourself!
  19. HC (and prior) did the smart thing of unlocking everything and not gating things. I already did my grind back on live, this does not need to be a second job like any other MMO just to get shinies and costume pieces. If you want things gated off, gate them yourself until you reach a certain point in the game, accolades are already there to reward shinies. Consider a scenario: "I have this awesome character idea but I need those costume pieces! Oh, you have to get 1400 badges and complete all the TFs in the game for it? And it only unlocks on one character? Forget it" Bet you wouldn't wanna find yourself on the crap end of that.
  20. Those are great and fit the theme the EAT's have turned to, I may have a bias towards the massive rocket pack, but I still like them!
  21. Another one to the list, villainside second list of titles you set above your character name, from the Science origin, has an extra option of "Virulent"
  22. 'A third of the people in this thread want it, so this is grounds to do it', followed by, 'lol average player doesn't look at forums' 🙄
  23. Honestly if you want something grindy and to work towards, get into badgehunting. This isn't an ongoing MMO, you don't need to consider this a second job to get all the goodies. It's quite the opposite, to unlock everything to everyone and make them widely accessible, that's pretty much why the changes originally were made, for overall increased enjoyment and fun.
  24. This is a set put together mainly from Dual Pistols and Broad Sword, with some single-handed NPC pistol powers to represent a more natural and weapon-oriented Assault set for Dominators, while the melee weapon customization should have access to all three model sets of War Mace, Battle Axe and Broad Sword. With inspiration and borrowing of a power from Weapon Assault - Pistol Shot: Many NPCs have it, a single-handed pistol shot - Strike: Combined version of Hack, Beheader and Bash - Sweep: Combined version of Slice, Pendulum and Crowd Control - Heavy Shot: Higher-damage single target attack, again from a number of NPCs that have a pistol - Build Up - Whirl: Combined version of Whirling Sword/Axe/Mace powers - Piercing Rounds: From Dual Pistols - Punish: Renamed version of Swoop/Disembowel/Jawbreaker (and snatched to match from Weapon Combat earlier in this thread) - Executioner's Shot: From Dual Pistols
  25. What's gonna happen to a build's current defense enhancement slotted into Gymnastics when it becomes Oil Slick Arrow?
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