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Doomguide2005
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Could we get a click-heavy defense or resist armor set?
Doomguide2005 replied to aethereal's topic in Suggestions & Feedback
Oh I get that but thought you were more interested in getting the emphasis on the Defense, Resistance, Absorb side of things not +regen, +end, +recovery and +health. Most of the Armor (vs recovery tools) are either toggles or autos near as I can, not clicks. Or I'm I still not getting it? -
They don't, they arbitrarily challenge you. You miss, for whatever reason, and have to adapt to the unexpected change. The clamping of your To Hit merely ensures that element continues to exist in the game regardless. As in "No plan survives contact with the enemy" or as Greycat put it "Stuff happens". You could eliminate that but you risk the game becoming City of Statues about to be Obliterated, challenge gone ... totally gone. There's plenty of threads already endlessly debated endgame balance and difficulty. The only real challenge left would be 1) designing a build that reaches 95+% and 2) funding it
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Could we get a click-heavy defense or resist armor set?
Doomguide2005 replied to aethereal's topic in Suggestions & Feedback
To be clear I don't think it's a bad idea merely not likely a popular one. Variety of sets for varied playstyles, choices is always going to have my support. But Heals and Endurance recovery/+end are reactive things generally. Armor (defense, resistance, (absorb fits here too)) has to be in place already when you get hit. If it's a click it's preemptive or an emergency power. Which leads to either people waiting for it to recharge (not a good idea unless solo), building to largely ignore its benefit or cycling various clicks to try and achieve the desired result (cycling, MoG and Shadow Meld, for example). I will admit owing to the computer dying on me I haven't tried Bio and my Rad was still not to 20 when it up and died on me so personal experience is basically non-existent. I do have multiple Regen characters, though only one in the 30's on HC (a remake of a 50 on Live). And I ran numerous missions paired with a Stone tanker which while they're toggles the various armors pre-Granite could involve a far bit of toggling on and off, sort of pseudo clicking of powers, if you wound up fighting multiple foe types in a single mission. The challenge as I see it is providing a base level of mitigation with those clicks to be viable without the clicks being either overly redundant or too often on cooldown when needed. -
Could we get a click-heavy defense or resist armor set?
Doomguide2005 replied to aethereal's topic in Suggestions & Feedback
I suspect you are in a very small minority with this idea ... one look at the numerous posts about click vs toggle mez protection or looking for workarounds for only being able to place a single power on auto to get an idea on the general popularity of clicking anything to keep it up 24-7. -
Agreed the ramifications aren't nearly as simple as needing to add 5% health to counter auto hitting. Balance issues would ripple through any AT with any mez effects that 1) negate any return fire at the team/user and 2) carry any defense or to hit debuffs ... who cares if Earth's attacks carry defense debuffs you're now fighting a Statue you'll hit automatically. The sets are balanced around the assumption the secondary effects mean something. No challenge leads to boredom leads to player loss leads to game death. How much challenge is the real question and it varies enormously with the community. One peek at threads discussing balance and challenge particularly in the 50+ game will spotlight this. And this is definitely a step in the less challenging direction.
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I suspect it has a couple related (emotional) reasons. First solo (duo maybe) play. As noted above you'd have to be glued to your combat log probably to notice misses in the high speed chaos of destruction most mid to high level teams engage in. Second a situation such as a Stalker missing their attack from Hide or other stealthy unperceived foe and their alpha. Significant no, but memorable to the player of the character.
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I recall being in the Hollows on my first character issue 3 (I think, so new to online gaming I didn't know what the hell an issue was then) running sidekicked and a teammate who had made level 14 returned from AP and bounded away. I asked in chat as they soared away if that was 'Fly'. No came the reply, Super Jump. Not long afterward my first character was doing the same thing as yours was 😁.
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Remembered one of the things I hate about CoH... its RNG.
Doomguide2005 replied to Jeuraud's topic in General Discussion
@EclipseI suggest reading Arcanaville's post on page 3 of the thread. If this was a new set or AT and not one from issue 0 (a popular one at that) and there was something wonky with the rng generator and not just operator perception I'd expect a lot more stink after 9+ years and something reproducible. None of which exists. So if nothing else far more evidence is needed before deciding it's something other than a perception bias. I've at least 2 characters with that set, including a Corruptor and never remotely felt anything was "off". -
o.O I've one character that wants to know how that would scale exactly. My Cold/Ice/Power Defender. He'd pop PBU+Tactics+Aim and watch his To Hit turn light blue in Attributes. I think you'd have to entirely redo the game if you messed with the Attack Mechanics this thoroughly. So regardless of anything else it isn't going to happen.
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One question directed at all the marvelous creativity here. Owing to life, my experience in things Praetorian pretty much dropped to zero around issue 20-21. Never heard about Last Bastion, ran any Nightward arcs or even the Underground Trial. So ... How or does any of this fit into Incarnate material, the Well and all? Am I correct there's no direct connection to Oroborous for a Gold side character, no access to unlock Incarnate abilities? Or can you just keep leveling and unlock things that way at 50+ while remaining Praetorian?
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Among my numerous Empaths I only had 1 Controller and pretty much decided the two didn't mix well (Empaths and Controllers). Empathy is a busy set and I find most Controllers, at least the way I play them, to also be quite busy. Further they both require considerable attention to what is going on. That attention, however, I find rather divided. As an Empath I find the majority of my focus is on the team and its status. And I don't mean just the health bars though obviously they're included. I'm watching buff and debuff icons, endurance bars as well as health. And I'm watching them over time as 'stuff happens'. Who just went from no debuffs to all sorts appearing, which buffs are flashing, what do those debuff and buffs represent, etc.. At times I've gone a whole fight when things go south barely seeing anything other than my team window. My Controllers on the other hand are focused strongly on the foes almost to the exclusion of what's going on with the team. And I've found I don't feel like I'm doing an adequate job when I mix the two, one of, if not both, suffer from the divided attention. All of which leads to this. If I were to run another Controller/Empath Illusion would likely be on the short list if not at the top. I've got PA, that's damage and control I can largely ignore if I need to focus on the team for a bit. And while I have to monitor (Buff,Heal) Phantasm he spawns duplicates which again don't require attention to do their thing. So my experience with Illusion tells me while it will still have my focus divided I can more readily focus my attention on the team should circumstances demand it compared to most other control sets.
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Range indicator in the Target window
Doomguide2005 replied to Vanden's topic in Suggestions & Feedback
There are options for managing the icon spam --> numerical vs individual icons, not displayed. So that should be possible in some manner as well. Or perhaps added to the power analyzer display for those who find this useful but perhaps immersion breaking for their character. And or added to powers such as Surveillance in Munions Mastery. Nor do these need to be mutually exclusive ideas. -
Add endurance modifier slotting to Obscure Sustenance?
Doomguide2005 replied to Psyminx's topic in Suggestions & Feedback
I agree seems like it should take Endmod enhancements and sets. (And should allow you to 6 slot endmod IO's ... even if doing so would make no sense do to ED/diminishing returns). On the flip side all the Armor sets vary in Sentinels as to what they provide when compared to the Scrapper, Brute etc. armor sets original powers they replace (the Armor sets are not direct ports) and Dark Regeneration only provides +end via an IO proc of a Accurate Heal set. And that set/IO proc is an allowed option in the Sentinel power. Which leaves it up in the air as to what was intended ultimately. Disclaimer/Disclosure- because my computer died I've yet to try Sentinels so no practical experience there at all. But I'd lean towards it was not intended to slot Endmod sets/enhancements Which doesn't rule out having another look at the power for changes. -
Outside of concept, which I gather is important to @Miltonaut, the Medicine pool is wasted on an Empath given they can spam HO, HA rinse, repeat considerably faster than any combination of the pool powers. High global recharge works very well for both Empathy and Illusion Control as well ... and one very good path to getting high recharge is +recharge set bonuses in your attacks. Even if I were to never use or intend to use them on a dedicated "Healer" I'd slot and take them for that reason alone. And full disclosure here I play very aggressive offensive minded Empaths. And I always have even before joining the RO Networks "Green Machine" they just opened my eyes just how offensive they can be (and yes @Greycatthey are around on Everlasting). I also largely agree with Sir Myshkin and others about the state of Empathy in Incarnate play. It's very hard for any one character to feel like they're having an impact but even more so for a set so built upon buffing teammates who can be so indifferent to outside buffs owing to building strongly for self reliance. Incarnate abilities just add to this independence. Play how and what you enjoy and find fun, it's a game dammit 😃.
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Make Ice Control Cooler: A Control Powerset Buff
Doomguide2005 replied to Blackfeather's topic in Suggestions & Feedback
Changes look interesting. I ran an Ice/Sonic controller on Live. I had two major and related issues. You'd think Sonic Resonance would have helped more in the damage department (for one low damage toon). It didn't and as a result it ate end like crazy trying defeat anything. Teamed I could deal with it, but solo holy nightmare trying to defeat anything.- 202 replies
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😁 well my main on Live ... nostalgia and she was SR. Soon as they give 24-7 defdebuff resistance of 95% to blasters I'll have to consider revisiting the question. Until then I'll enjoy the visceral sensation of jumping into swarms in defdebuffers like Cimerorans and shredding them with my Claws.
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There's a relatively cheap Base Empowerment Buff that can also be used that will substantially boost recovery (+100%) as well as a P2W Amplifier that boosts recovery (Survival, I believe). Both could help cover the gaps or periods of higher demand and lessen the need for chugging blues. Geas of the Kind Ones accolade can also help. Looking more specifically at your build while I can't see it in Mids (no computer) I'm concerned Freezing Rain lacks sufficient endred. It's very easy with higher recharge builds in particular to burn a lot of endurance with this power. Base cost is 18.2 endurance and at least on some of my Stormies I can get the recharge under 20 secs ... that's roughly 1.0 eps added to your drain prior to endred if you tend to spam it (which I know I like to). I'm also not even close to sufficiently knowledgeable about procs but not sure how much value you're getting out of the Achilles. Might want to look into that around the forums.
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I'm unsure, minimal experience, particularly recent with those sets. Most of mine is with Earth. But at least that used to be the case. The only resist or protection from KB/KD was in Gravity's holds but not its Immobilize. Yet another reason to test it on the Test server first.
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@AzeraMy apologies if my wording came off as overly aggressive and I certainly didn't intend to instigate a forum war with either with you or anyone else.
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To be fair the mechanics certainly weren't well understood on Live ... and I'm pretty sure still not well understood by even the majority of forum regulars (as compared to say the Attack Mechanics). Though with the code laid bare I'm sure more could become known. There is a wiki article copied over from Live to the HCwiki you can view titled "Threat" derived from a Live forum post by Castle.
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Nope, not until that DDR gets a whole lot higher. My scrapper nevermind what an SR Tanker can do, can stand among a bunch of Cimerorans bosses and pretty much ignore their defense debuffs. I'll be dead from simply get beat on/the rng long before they significantly change my defense. Ask a Shield (especially without stacking their DDR) or Ninjitsu user to do that without using any other survival tool beyond defense and watch what happens. At 40% ddr they are very likely to off the def cap by a not insignificant amount after 1 blow. And it would probably take only a 2 or 3 for the word cascade to enter the equation. Ignoring 95% is a considerably stronger value than ~40%.
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Level 22 would be a bit premature to judge almost any set. Controllers won't yet have their lvl 32 pet(s) and their support side is even more underdeveloped. Empathy as a secondary, for example, has barely had the opportunity to slot Fortitude (lvl 20) yet and neither Aura or Adrenaline Boost are available (levels 28, 35 and 38). Similar story for the other ATs.