
Doomguide2005
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Everything posted by Doomguide2005
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Pressing right mouse button moves my character forward
Doomguide2005 replied to huang3721's topic in General Discussion
No, but I might look at resetting my key binding and/or mouse controls and see if that makes the issue go away. -
Best Melee AT to take support pools?
Doomguide2005 replied to Menelruin's topic in General Discussion
Not sure which melee AT is the best question. Quite a difference between a pure Resist and pure Defense set for using Medicine Pool mid-combat, for instance. Unless one wants to assume the Resist set is also at the defense caps. And purely from the above post by @CrudeVileTerror I'd strongly be looking at a VEAT as well as, for example, an SR Tanker. -
Question about Streakbreaker mechanics
Doomguide2005 replied to Menelruin's topic in General Discussion
Not sure ... combat logs provide any evidence? -
Remembered one of the things I hate about CoH... its RNG.
Doomguide2005 replied to Jeuraud's topic in General Discussion
Yay! for Earth Control, Quicksand (available at level 6) in particular shines at low, low levels. Autohit -20% defense debuff and slow patch you can drop from around a corner or behind cover. (75% - (-20%)) = 95% And that applies for everyone targetting those in the patch not just the controller. -
Remembered one of the things I hate about CoH... its RNG.
Doomguide2005 replied to Jeuraud's topic in General Discussion
My understanding is it will check all the foes "struck" against the streakbreaker and will do so no matter who you actually target with say Fireball. That is even if you throw the fireball at the boss but catch all the rest of the minions etc. and if you are at 95% final hit chance you could conceivably hit only half the mob ... but the odds of being that unlucky are kind of like rolling 12 1's on a 20 in a row and having streakbreaker force 6 to be hit as a result. At least that's how I interpreted the italicized section in the Attack Mechanics page of the Wiki dealing with the streakbreaker -
Curious why you think the Empath gets less for the same mission. Slower (as in I can see it taking twice as long), so less xp over time yes, but assuming everything else is the same (difficulty, mob size) the xp should be identical (and certainly no where near half as much) on a per mission basis.
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Remembered one of the things I hate about CoH... its RNG.
Doomguide2005 replied to Jeuraud's topic in General Discussion
I'd add "not fighting back" to the large immobile adjectives. While my brain might rationalize "missing" as ineffectual blow, distracted by mobs beyond (even if the player knows, does the character know questions), etc., it does have trouble missing as often as 1 in 20 times under a lot of those circumstances. That said it's a long, long way from being a hill I'm willing to die on. -
Or a not insignificant number of other exceptions, but yes subtract stealth from perception and that gives the distance at which you will be seen with values of zero or less indicating you won't be seen at all.
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This is Troo!
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Been a little out of touch due to dead computer but isn't Speed Boost one of the buffs that's now an AoE around the target ... so shouldn't be nearly the pain it used to be to keep it up on everyone? Or am I really getting out of touch these days? Edit: @beradicalWent looking and yes Speed Boost and Increased Density both were turned into AoE buffs during issue 20 with only the damage resistance component of ID becoming an AoE buff, the rest of ID remained single target. So you shouldn't need to catch everyone with Speed Boost. Just select a teammate or two and you should catch anyone who hasn't gone off solo.
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Yeah click to set as a waypoint on mini map but don't recall any other marker
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Ran a group of AR/Dev with friends back on Live. One of us took Time Bomb and we'd use it to pull a mob (or what survived) down into our field of Tripmines (2 to 5 /Dev can lay quite a field), usually adding a mob or three via snipes or full auto to the ensuing chaos. Lobbing a 'Boom' from short range would certainly have been interesting way to start the show.
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Like the idea, but you're replacing the Tier 8 which does Extreme damage.
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One of the few uses I saw for Team Teleport outside more classic Super Team builds was a primarily MM/Ninja project RO put together. I say primarily because while MM were preferred you could run anything with caltrops. Team Teleport was used to force (as much as possible) all the ninjas into melee and then use their caltrops ... that was a lot caltrops going down at times with mobs trying desperately to run out of the patches while getting chopped up by the ninja horde. Can only imagine kb/kd and proc'd out caltrops added to the mix.
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No thank you, I like my AoEs. If there's an issue solve it in a manner which does not involving nerfs to AoE powers.
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Caps set before the time of IO's and Incarnates, maybe it's time to revisit those limits.
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Not surprising at all 😁
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Yes, very high end solo and Incarnate builds are both factors that strongly push the opportunity cost into the realm of only if the build specifically needs it. As for 2 defenders hitting the damage cap ... well Kinetics I'm fairly certain can without too many issues. Pair of Empaths ... probably not but I'm also going to guess they'd get closer than you'd suspect perhaps. 2 Assault, 1 Fort, 10 target Soul Drain, Amplifiers, plus Incarnate powers could all be present before talking blast set, Gaussian's BU and similar procs to potentially boost it higher yet. And well Leadership like any team wide buff has more and more impact the larger the team. Every Emp is another 50% just from another Assault and Fortitude adding to the mix.
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New Argument and Proof in Favor of Increased Aggro Cap
Doomguide2005 replied to Solarverse's topic in Suggestions & Feedback
Yep it's a bit silly, happens even without a tank involved. It's kind of the level appropriate version of all those grey mobs ignoring your lvl 50 in AP. Not sure there's a real solution to that short of always pulling around a corner to obliterate, I mean arrest, them out of sight of anyone not involved. Even if you up the number you can aggro chances are excellent you'll move by some mobs who have an open los to you and ought to logical react but will still be totally oblivious to you when it becomes their turn to be rounded up. -
New Argument and Proof in Favor of Increased Aggro Cap
Doomguide2005 replied to Solarverse's topic in Suggestions & Feedback
Lolololol 😛 Considering just how tough a tank can be I'm pretty sure that would mean clearing large chunks the map to really threaten the tank ... and we're back to map herding Okay that's 90% in jest, the other 10% would be my GM nuking the foes to save the tank and not spamming heals. -
I agree getting the socks on long enough to film the cat for the few seconds it took to get them off was amazing. 🤪 PS: worked in the veterinary field long enough to know just how tough it can be to get a bandage to stay on for long enough to do its job.
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New Argument and Proof in Favor of Increased Aggro Cap
Doomguide2005 replied to Solarverse's topic in Suggestions & Feedback
Slight, very slight increased risk to the team at best. Tanks, especially with the recent changes to their AoE's/damage already have the deck pretty well stacked in their favor as long as the team waits to unload and assuming the tank is trying to keep the mobs attention. Most of the increased risk is to the tank as instead of 17 attacks trying to land some damage they'll have 30 or 40 or 'N'. Their threat will still be much greater ... until the teams alpha strike and threat is what determines who goes on whose aggro list. -
New Argument and Proof in Favor of Increased Aggro Cap
Doomguide2005 replied to Solarverse's topic in Suggestions & Feedback
Yay? -
New Argument and Proof in Favor of Increased Aggro Cap
Doomguide2005 replied to Solarverse's topic in Suggestions & Feedback
Guess I'm not sure what this is supposed to accomplish that isn't what folks worried about herding maps (or major chunks of) are afraid of. So instead of 2 mobs you got 5 (or whatever the aggro limit is set to) and no 'spectators'. Slightly higher chance of bad stuff happening to the herder. And the team unloads and kills 5 mobs relatively quickly (particularly high level/incarnate teams). The Tankers threat is still very likely going to keep all the mobs they aggro'd glued to them until the team obliterates them. What's changed besides the size of the herd from 17ish to 30 or 40 or whatever? -
Suggestions for a father/daugther duo
Doomguide2005 replied to Ejlertson's topic in General Discussion
Personally I wouldn't worry over much about picking just the 'right' pairing. 1) It is CoX, our tagline is no team 'needs' anything. 2) Getting defeated in game should be a learning experience, "don't do that again" and "it's temporary, try, try again" being at least 2 of the most basic lessons at least. 3) if all else fails faceplant gracefully out of sight and aggro range ... play another blaster 😁