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Doomguide2005
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Everything posted by Doomguide2005
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It's a combination of things I'm thinking and basically what Nightmarer stated in his post. In the case of Enervating Field it doesn't take any sets and only endred, range and recharge enhancements. I've yet to see anyone worry about greater range while recharge would basically make a toggle come back quicker. Endurance reduction is pretty much the only one of the 3 choices that makes much sense. Lingering Radiation is similar though it does take Slow sets. But it's debuff is usually reserved for hard targets (AVs, EBs, GMs) and primarily for its massive regeneration debuff. Basically it does what it needs to do out of the box and the user mostly wants to make sure it hits and recharges fast enough to be permanent on its target. Makes it an easy place to use fewer slots so more slots are available elsewhere. Radiation Infection is probably the one that you see the most variation in. That said unless the builder is chasing a very specific need Enzyme HOs are designer made for this power. Enzymes simultaneously debuff defense, debuff to hit and provide end reduction in the power. Maximum benefit with minimum slots, a builder's dream. And yes especially Radiation Infection would need different slotting while leveling up, then respec to place in the endgame build. Probably only Enervating Field isn't going to change. Endred is the only thing that probably ever makes sense in EF.
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Well while I'm not by any stretch tech savvy this game is old, as in dinosaur prehistoric old. When I first went to download the game via a wonderfully throttled on a hotspot speeds a follow RO network player pointed out it was designed to run on, ahem, dial up. I never noticed any issues loading. While some graphics settings were added over the years it still very light on what computers and monitors can handle these days I'm fairly certain. Even Emmy's ancient laptop is, what, a year in the future from when Live went into the Sunset. So unless the HC team has done some massive overhaul of the games graphics I missed ...
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Depends I've definitely seen late and endgame builds using Sorcery ... in particular Rune of Protection In addition to what's mentioned above it's a spot where the two Resistance +3% uniques can be placed if your build doesn't wish to include Tough/Fighting pool.
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Or if/when you're feeling comfortable with trying some of the special IOs (mentioned above by @EdgeOfDreamspost with links to a couple threads) instead of a second accuracy, drop in a Kismet +6% Accuracy (which is actually a misnomer, it's a To Hit bonus) into the build. And instead of the accuracy put either another Damage IO or an Endurance Reduction in your attacks (all of them, the Kismet will effect you globally). Likewise their are several special Heal and Endurance Modification enhancements that can help with endurance as well as regeneration, healing and an absorb shield ... and off into the deep end you go 😉.
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The individual Archetype forums are also haunted by folks who enjoy making builds. Some of them are even good at going into why they do it that way, especially when asked nicely. And the HCwiki and its predecessor on Live Paragonwiki are also excellent sources of information. And last if you have questions don't hesitate to ask.
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Yeah while it wasn't i0 I recall basically killing my sk once because of the distance requirement. I'd gotten stuck in the foliage inside a mission (which made up the outdoor mission boundary). Used /stuck, reappeared near the mission entrance and my duo partner sidekick got immediately killed by his suddenly +too much mob. Oopsy. Edit: be a heck of a way to lose Iron Eagle status 🤪. Speaking of which did the /stuck command exist from the start?
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Time to enforce the name holding expiration rules
Doomguide2005 replied to Kazuuk's topic in Suggestions & Feedback
Yes and no. In general that's probably fairly accurate but I'm personally staring at maybe not being able to get a 'new' computer until maybe refund time. That could come awfully close to a years span since I last logged in. While there are some things I'd yet to relearn from Live (particularly Incarnates) I am on these forums ... a lot. Most of what I need to learn is probably completely new stuff, not stuff I've forgotten, again. Probably the one and only name I'd be truly bummed to lose is not likely to be chosen by anyone else and also hit veteran level 6 prior to my computer going belly up so she should be safe by their stated policy. -
Time to enforce the name holding expiration rules
Doomguide2005 replied to Kazuuk's topic in Suggestions & Feedback
Okay I've no issue with that, seems very reasonable. Glad I was misunderstanding. Thank you for clarifying. -
Time to enforce the name holding expiration rules
Doomguide2005 replied to Kazuuk's topic in Suggestions & Feedback
Whoa! and do I understand correctly? Big jump from name released do to inactivity to account termination owing to inactivity. Granted it's free to make a game account, but WHEN, not if, I get a functional computer I do expect to come back and find my characters even if they've all turned into generic number 600,000 or whatever. Anything more and I'd be very upset. -
Time to enforce the name holding expiration rules
Doomguide2005 replied to Kazuuk's topic in Suggestions & Feedback
I'm currently one of those inactive players. Since roughly late February when my computer died I've only been able to access the internet via my phone. With that said I think what's outlined above is quite fair. I'm personally not too worried my names will get gobbled up (well maybe one is at risk). But if it does at this point simply being able to get back in game and online will be a teensy tiny price to pay to do so. -
Yeah they don't scale perfectly and often owing to more slots allotted the powers you come out ahead in the totals for an individual power but they did design exemplar scaling to come close in terms of whether the enhancement is a slotted 25 damage, purple damage (at level 25) or an attuned level 50 damage enhancement operating at lvl 25. The other edge sometimes forgotten or overlooked while exemplaring is a level 50 inspire storage and often value of those inspires (Righteous Rage vs an Enrage). Especially when going down to something like Posi 1.
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QFT And that is THE rather significant advantage of an attuned enhancement, namely keeping your set bonuses when exemplaring.
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What would be the best way to keep players retention?
Doomguide2005 replied to spartan52's topic in Suggestions & Feedback
Huh? Every AT can solo in this game, every AT can team. Pretty sure @Grouchybeastwould agree. What he said (paraphrasing) was expecting a support character to do so as easily as non-support was not to be expected, doable but realize you're going outside the box. Hell some 'support' AT pairings can handle ×8 easier than some melee ATs if you use speed of mob destruction as your metric particularly once sets are involved. That box of 'normal expectations' is pretty well dinged and dented. Then there's some ATs that just make a hash/misnomer out of the term altogether. Blasters, no mez protection or VEATs all sorts of team oriented powers ... which are they? Its handy classification but in the long run the whole spectrum is covered in this wonderful game from 'clearly' support to equally not. -
Pennies, wait yet another form of currency!
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Multi-boxers? Is that one player or however many characters ... or different machines vs alt-tab on one machine?
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I do think the listing carries a risk to a casual player who skims the thread and has a lesser understanding of game mechanics. And hence draws what amounts to uninformed conclusion. But as with any test understanding what the test is testing and the limits of the test are the most important things to understand and this isn't a test for anything beyond a very basic baseline of the primaries SO performance in a relative vacuum, no IOs, no active mitigation by movement or secondary etc.powers, just stand there and take it. Unless, of course, ironically I missed the point of the test.
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Before Some Gamer Wiz Kid Takes it From Me...
Doomguide2005 replied to Solarverse's topic in General Discussion
I believe it was the amount of control over the jump/movement the power offered. Similar to the difference between either Combat Jumping or Hurdle, or having (back in day) both. Been too long since I've personally used it on the ski courses to be certain though ... memories being decade old and all that. As in Inertial Reduction. -
What would be the best way to keep players retention?
Doomguide2005 replied to spartan52's topic in Suggestions & Feedback
No you didn't say weaker, quite true. But if you introduce buffs such as mez protection and don't give up something I think that's some fairly potent power creep. Unless you intend said buffs only work when solo. My scrappers need to move up close to a spawn, some into it to engage/defeat them. My support can much more readily engage from a distance, pulling when needing. Some like my Earth controllers don't even need to move out from behind cover. I can incapacitate an entire mob from beyond their perception range. The melee folks by and large are much more exposed and can't incapacitate an entire mob. And I've no clue how not wishing to be undeniably more powerful translates into 'selfish' thinking. -
Just seeing all the changes in this thread that occurred before I even started in i3 ... I was completely new to online gaming didn't even figure out what the heck an issue was until well after i4 dropped.
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Before Some Gamer Wiz Kid Takes it From Me...
Doomguide2005 replied to Solarverse's topic in General Discussion
Inertial Reduction, iirc from back on Live, was the Kinetics power to add to the mix -
Agreed, no expert on Willpower (had one on Live at 50, none here yet) but WP doesn't rely on clicks for defense where recharge would help like it would, for example, a Regen. It's all toggles and auto powers except its t9 which isn't effected by recharge iirc. Which alpha is best probably depends on which you need most-->defense, resistance or heal/regen which is going to be build depedent.
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Yes very, very rare. I suspect most of these proposed changes would mostly help the still leveling non-50+, heavily IO'd end game builds. The last time I recall it happening on my main was a long time ago and I screwed up to boot, got stunned by the first blow, died staggering about from the second blow from Reichsman in the finale of Khan TF. It was a bit over 1800 damage total, I had 1700+ health at the time and thereafter worked the build to boost max health and regen. Can't recall the next time she died.
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I'd like you to meet 7 controllers who took on the then shiny brand new STF on what I presume were all SO builds (since invention IOs were also shiny brand new). They proceeded to demolish the final 4 in 195 seconds (3 minute 15 seconds). Time Force II competition winners, 6 Fire/Rads, 1 Fire/FF and a judge occupying the 8 team spot For support characters it's all about synergy, working together and amplifying their own output. I've got serious doubts 7 SO only Brute builds would come anywhere near as fast or pain free a takedown as those 7 Controllers accomplished largely because the Brutes comparatively don't make each other significantly stronger. Support characters on the other hand, each additional character makes each of them much stronger than their individual selves.
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Ditto on my Claws/SR, buffing damage and endmod with +run speed just fun on top. Spiritual is my go to for my defenders, particularly the Empaths. Often the choice for my Controllers as well.
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Yeah couldn't imagine playing my Electric/Fire without Burn involved. The secondary has exactly 1 power he can (not could) use at range, the tier 1 immobilize.