Hotmail and Outlook are blocking most of our emails at the moment. Please use an alternative provider when registering if possible until the issue is resolved.

Doomguide2005
Members-
Posts
3718 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by Doomguide2005
-
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.
-
QFT And that is THE rather significant advantage of an attuned enhancement, namely keeping your set bonuses when exemplaring.
-
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!
-
Multi-boxers? Is that one player or however many characters ... or different machines vs alt-tab on one machine?
-
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.
-
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.
-
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.
-
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.
-
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.
-
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.
-
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.
-
Sorry, it was a sort of "is it plugged in" "turned on" IT help sort of question. Also why I directed Bopper this way. I assume you mean doesn't show in the healing logs/combat logs specifically for those powers. Performance Shifter did show last I could see when slotted into Stamina.
-
Sonic/Sonic defender probably tops the list for a single character developed -resist. Add in an epic that can take the -resist procs for extra debuffing. Edit: Guesstimating that's going to be at or above -120 fairly consistently with peaks pushing -200. (And that's without anything from Incarnates, like pets). Edit 2: And I'm totally forgetting Liquefy which can get silly with procs, including the -resist. Small tactical nuke when laying that on something(s) after the resistance debuffing.
-
Are you looking in your combat logs? You want to be looking at the healing values, at least for the Perf Shifter. Summon @Boppercast for expert advice😁.
-
I'd probably prioritize more content, across all levels over any hard mode. That would have the greatest benefit to the community as a whole I say that as someone who thinks much of the content you could all but complete blindfolded and would love to see harder content, who has run with an SG on Live where one death and that's all she wrote. I say that because as Nemu pointed out more mobs and even higher (+5) mobs isn't really harder especially for 50+ builds with level shifts. We can already pull multiple spawns together and obliterate them particularly with teams often at any level. Harder for me is moving into a high level mission and discovering the 3 level open atrium-like room has Nemesis snipers all over the 3rd floor when you move in at the 1st floor and they start engaging as you close in with mobs on the first floor. It's the difference between AE arc 801.2 and its alternates and dealing with a Council filled radio mission. It's 'scattered' buffing and debuffing Resistance mobs goldside vs other. Harder would be better AI, mobs that use more buffs and debuffs. RO once created an AE mission seeded with many of its GM player builds as foes ... ouch! I'd love to see missions where the word pull etc. become part of the teams vocabulary but its fairly clear resources towards more content would make more folks happy. If some of that was harder great.
-
Cold/Ice is a very strong defender. As Psylenz says not everybody plays at the Incarnate cap for defense and there's exemplar to consider. Mine was Cold/Ice/Power back on Live and could use PBU to do silly good things for his To Hit enabling him to hit Mako when he popped his Elude or Paragon Protectors after they did their thing. Unfortunately my computer died awhile back and until replaced I can't use Mids. If you post a build I'd be happy (as would others I'm sure) to critique it.
-
I guess for me earlier isn't really the issue as much as that, albeit rare, double tap that takes you out ... before you really can react to the first blow even if the second does have benefit of the scaled resists usually delivered by an AV. As good as the resists can get when the first blow is 1800 of your 1900 health 75% isn't going to stop the smaller base 600 damage 2nd blow. But that's just part of being SR not sure how much I really want to do about that. But it is one of the reasons I built my scrappers health to top out over 2100. It really helps to survive that sort of ugly double hit.
-
What would be the best way to keep players retention?
Doomguide2005 replied to spartan52's topic in Suggestions & Feedback
I think @Bill Z Bubba, @Darmian in particular really hit it on the head for why I kept thinking about CoX for the 7 long years 'tween times and what keeps me here now. I enjoy the challenge of the building a potent character but I also, especially for some of them, enjoy their story imagined through the game, the beauty of it all ... they said it so much better and captured it better than I am. -
And I'd be fine with no change as well, but would be okay with a swap of Lucky and Evasion. I see no need for any +recovery or +regen/+absorb mechanism. I say this as someone who built my Claws/SR for survival (vs all out recharge/attack). I'm fine with killing steadily if a bit slower than Bill Z's pace. At 2100+ health and regen around 32/sec she's damn tough (and currently missing several newer IOs, notably the Scaling Resist and +Max Health).
-
What would be the best way to keep players retention?
Doomguide2005 replied to spartan52's topic in Suggestions & Feedback
This a thousand times. I've zero interest in gaining buffs to my solo protection and dps in exchange for weaker buffs and debuffs. And not weakening support sets in the exchange is a dangerous path to follow. Support sets are just that ATs designed to support other characters in their efforts and who also happen in many cases to be very capable solo. But this is tangential to the subject of the thread so enough said.