
kelika2
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Everything posted by kelika2
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Sorry you read everything wrong and instantly decided to go against the grain to be against the grain and refused to admit defeat in the form of a fly-over state middlaged hosuewife tier reply.
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Sets, and people who cannot control themselves or work as a team. Fixed.
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For future white knight spergs: I have had to kick a grand total of four (4) people from groups since week 1 of May of 2019 for using hurricane/shift/black hole for refusal to give up. Mind your spergism
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I have been playing Live CoH since before The Hallows and never fucking once has this ever come up. Even in the pre-IO days(issue 9?) there has been one ballsy tank with or without Fortitude gathering entire maps up meanwhile a /dev blaster is setting up. In fact, because most things can out range Hurricane even with the -range debuff I am going to call you out for mis-remembering shit just to make shit up because there is no way to prove or disprove that said situation really happened. Hurricane has and always will be shit. Unless they turn it into a Draw-in effect.
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If you are solo, i dont care what you are doing. but be mindful that AVs resist debuffs hardcore when those purple triangles are up. that hurricane you are griefing with is a -3%~ tohit debuff with [Purple Triangles of Doom] You can say its a good power all you want, but that does not make it true.
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the rest of your post was irrelevant because Hurricane is griefing. as well as black hole and dimension shift. no logical times no rational times no adult times has these powers ever had a practical use. much like that one family guy episode from 15 years ago where Peter was making that sound by rubbing his hand on the plastic furniture saying it is easier on him because he is the one making the noise there are 7 others in the group wondering when the fuck you will grow up and that one hero of the group/decade who is willing to remove you for griefing a group who are also just trying to get through the day.
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I didnt read your post. hurricane is shit 99% of the time and that 1% of the time is not worth the enhancement slots or power slot or waiting for people to make it useful. i dont care if you can herd in 20 seconds a group when we can kill it in 1-5 seconds i dont care if you had that one awesome moment 10 years ago i dont care if you think you can do it because you think you can maybe even if when the stars, moon and sign line up i dont care if when solo make use of it hurricane, as is, is absolute dogshit and you cannot and will not change my mind on it. however if it was changed to a draw-in...
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The repel is what makes it worthless right now. Imagine if radiation/dark/other debuffs caused a fear effect to scatter from the anchor. And as many times have I been inside a Tsoo Hurricane, my melee attacks are never shortened/negated And while the -range is strong, please note that most ranged attacks are 50-80m. take whatever hurricane's -range is and hurricanes circumference and you will see that even ranged attackers can smack you And while it might have the highest -tohit in the game it does not mean much when some classes can def cap themselves without IOs (+def primaries/def secondaries) or bubblers with maneauvers etc and so on. hell even radiation with a few tohit debuff SOs get -37% tohit which is a hop skip and a fart away from being near invincible.
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read the post again, they get one ask. and no, in the history of ever Hurricane has never made or broke a fight in terms of being useful. there is no way to use this power effectively in a group setting. ever. since 2004 to now I never ever once seen someone use this and thought "wow" Just stop and stop doing that whole "participation award" thing. Hurricane just never ever ever made a positive difference in a fight ever
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Wind control sounds like it might be a thing sometime. Drawing Enemies inwards would fix so many group unfriendly powers Why not rework Hurricane, Force bubble, black hole/dimensional shift/whatever other group griefing power to draw in enemies instead of scatter/phase them? Right now, I ask someone once to turn off Hurricane before kicking. it serves no purpose. a debuff that pushes enemies out of the debuff range? scattering groups making it harder to AoE and therefore taking longer to clear? Imagine a single mechanic change that can drastically alter the playstyle of the whole thing /Storm suddenly going from a low tier mastermind set to one of the.. playable ones. Ninjas/beasts/necromancy taking a massive turn in usefulness. In-set usefulness would also go up. Snow Storm slows them down allowing for a better draw-in effect, Gale with KB to KD pushing them down and all the while during their get-up animation being drawn in. KB to KD in Tornado being a physical damage blender to all the tightly packed mobs. And did you know that Lightning Storm is a small cone effect? Other possibilities would be Controllers using their Stuns (not holds) and drawing in Dimension Shift can be flat out renamed to Black Hole and Black Hole can be a snare/slow and draw in to wherever the player picked and for a gravity control set, makes so much more sense than.. phasing something out for some reason. And Dark Miasthasmamashamalalamslamsah's version of black hole can have -tohit instead of snare/slow because why not sync it up with Dark Pit or Fearsome Stare?
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Lower level task forces in mind. Anything pre-level 21 exemplaring as a MA is just brutal. not having a single AoE for posi/synapes/virgil/cavern just makes me skip that alt for the week
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I didnt feel like making threads for all of these. These suggestions will be all over the place and wont really have a theme and will run on. Gravity Control: Swap Wormhole and Dimension Shift. Low level Task Forces are a little rough Cold Domination: Swap Snow Storm and Sleet. No reason for this other than having a solid debuff earlier on and having a skippable level 35 power to loosen some builds on some characters. Super Reflexes: Swap Agile and Evasion for all ATs. or... Unrealistic Super Reflexes revamp: Add Mez Resist to the toggles. Focused Fighting(tier2): Disorient Focused Senses(tier3): Sleep and Hold Evasion(tier4): Knockback and Immobilize Practiced Brawler moved to Tier8 slot, lost mez resistance, keep it a click for some minor Regen/Recovery/Absorb. Makes sense that a Practiced Brawler would bounce back a little quicker or shrug off some damage, like a glancing blow or something. Kheldians: Add some +jump to Nova forms so flight control is a thing. Found this out with taking Combat Jumping for a filler power on one of my Fliers Cosmic Balance/Dark Sustenance: Bump the radius up to 1000ft from 300ft Also time to think about removing Quantums outside of Kheld story arcs, long gone of the days where Khelds "need" a downside to the "epic archetype" for "balance" Martial Arts: Swap Crippling Axe Kick with Dragon's tail(all ATs, I am aware of the tanker test server stuff). Storm Kick into a Cone and give the +def to Scrappers and Stalkers Dual Blades: Combos to activate/move on in the event of a missed attack Broadsword: Add minor smashing damage in addition to current numbers. I mean Broadswords are heavy as fuck and are pretty much axes that cut with force Katana:: Add bleeding(lethal dot) to all attacks. The Lotus Drops, but for all attacks. Claws: Scrappers/Brute/Tank/Widows?: Follow Up's +dmg bumped up. The numbers are all over the place currently Stalker: Claw's Assassin Strike to give say +10-20% damage for 12 seconds or so. Now that AS is more than welcome to use outside of Hide/Placate it'll be like other AT's Follow Up All Ranged sets where this applies: Cone attack target limit bumped up to 16 targets. I -think- all Ranged Damage Set cone attacks target 10 max, many of them narrow and short range. But the biggest offender here is FULL AUTO. Full Auto is the only tier9 attack that hits 10 targets Assault Rifle: Beanbag's damage bumped up to be higher than burst, but lower than slug. Remember the Cobra Strike buff? Pretty much that Ignite to have a wider radius, or remove the fear effect. Archery: Poisoned Arrows to replace Fistful of Arrows. same cone/damage(moderate) but with added poison dot(moderate) Devices: Field Operative(Cloaking Device) to graphically suppress when attacking/being attacked. Being invisible all the time is a huge turn off. Trip Mine: Revamp into Shrapnel Grenade. Targeted location lethal DoT(moderate) Time Bomb: Remove the setup time somehow. Either have it a ground location targeted timed explosion or a sticky grenade All Blaster Secondaries that this applies to: Minimal FX option for all +recovery/heal/survival toggles Mental Manipulation: Drain Psyche duration to 60 seconds. Do that thing where the first target gives the biggest bonus. And increase the radius. Stone Armor: Stone Skin to resist all damage, and bumped up to 15% for Tankers, 12.25% for brutes Rock/Brimstone/Crystal/Minerals: Add unenhanceable resistance to each flavor of armor. smash/lethal to rock, etc. Maybe 10% for tanks, 7.5% for brutes and epic pools Granite Armor: Think its time to remove the -spd from this All Tier9 armors with Crashes: I think its time to get rid of all the hp/end/resist/def crashes. These should be more than IO mules at level 47/49 Unrealistic Stalker revamp: Make "Placate" into an AT ability and give Stalker's AoEs/other lost attacks. This game moves too fast for Placate to be used for general purpose stuff and I guarantee you that the lack of AoEs is what turns people away from some sets like Energy Melee, Martial Arts, Claws, etc or even Stalkers in general. Give it the recharge time of ED Capped Placate which is 31-33 Seconds and just like Domination, allow +rech to effect it so stalkers do not miss a beat Stalker's Fast Healing for Regen and Willpower: Give it the +recovery lost from Quick Recovery because of Hide. Super ultra unrealistic Dominator Revamp: Cut all melee attacks. It was cute at first but damn a low hp AT with no defenses/resists and most go perma-hasten for perma-dom in melee range? screw that. misses, target limit, exemp below level 23. all factors that drive Doms into the ground if they decide to go into melee. Now this post went on a little long and there are too many dom secondaries to go through.
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While I see what you mean, every single one of my Willpower characters sucked ass until level 50, and fully IOed. Unless said Willpower character had a +def from melee set. katana, broadsword, defensive sweep, etc. As many regen scrappers/stalkers as I have currently on HC I know its weak set that can use some buffs. I dont even want to imagine tanks or brutes who get forced taunt auras/punch vokes
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Fast Healing: x2 the current base regeneration. For Stalkers: Added Endurance Recovery Reconstruction: Add a heal over time effect to it like Time and Nature healing, while keeping current effects. Dull Pain: Add an un-enhanceable 5-10% resist to all minus psi, while keeping current effects. Integration: x2 the current base regeneration, while keeping current effects Instant Healing: Bump the recharge time down to 8 minutes. I did not do the hard theoretical math on this but this should not be perma even with an expensive perma-hasten build, but also stop it from having a gigantic cooldown Revive: Add 200% enhanceable regen to this for aprox. 60-90 seconds after use and shave off 1-2 minutes off the cooldown Moment of Glory: Add 600% un-enhanceable regeneration, while keeping current effects. Please remember this only lasts 15 seconds for players Unrealistic MoG total revamp: Heal over time, +regen, absorb ticking (think Spirit Ward from the Arcane power pool) all at the same time. for X time. While others may disagree, I like Regen how it is now, all reactive clicks instead of toggle fire and forget. But it is weak without proper IOing or a complimenting Primary that has +def in it
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Most of my characters fly. and i work in Afterburner before 20 on most of those. Perfect Karma or LOTG mule Animations are better when flying. For Dual Pistols/Staff its almost like another set. And as melee, it makes positioning easier in large crowds. And I forget when this little change happened, you can use "on the ground" only powers when hovering as low as you can go. Burn, Footstomp, etc. Also Footstomp with its fist pounding animation while hovering is /Super Sweet.
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Looking for input on "Exotic" slotting for Call Enforcers.
kelika2 replied to Seroster01's topic in Mastermind
I went for 3 acc/dmg hamis and 3 end/def/tohit hamis for my enforcers. reminder that achilles heel does not stack with itself. even from other users(players) or other pets. and the fact that all debuffs and buffs are from BASE (pre enhancement) damage. so if your pet brawls for 10, and achilles procs it'll hit for 12. and if you enhance them up to brawl for 20, it'll brawl for 22 with achilles. Also not 100% sure how damage procs work now but i doubt they will be game changing for pets. For players, you are allowed X procs per minute with no way around it, and if pets are the same, it'll be less impactful -
love the AT blahblahblah played a lot, resume here blahblahblah. now that the token introduction paragraph is done lets get to some ideas that are hopefully doable: In general: Bump up all pets by 2 levels, like in incarnate trials/zones but all the time. Henchmen only team teleport or flight. Every single one of my masterminds I take Team Teleport on for a just-incase-moment or terrible terrain. Alternative: Allow the toggle for [Team Teleport]/[Group Flight] in the options window, not Null the Gull. Allow>Consent Window>Block All knockback mags changed down to .67. Like with the Bruiser's Hand Clap early on got changed down to a .67 mag All personal attacks 25-50% base damage boost Global pet speed increase, ninja and beast speed is fast enough to keep up with most groups. Bodyguard on whenever Defensive stance is on Ninjas: Personal attacks changed to shriuken throwing. copy Genins attacks. minor, moderate, aoe. maybe take from dominators. Whenever pets cast a "rain" ability, it is anchored to said target it used it on. When the target dies, it goes away. In this case its Caltrops and Rain of Fire Jounin: give them dart burst from Widows. this fufills the -slow mechanic while still remaining thematic while still giving them aoe damage now Oni: fire ball/fire sword circle instead of rain of fire. range increase on breath of fire Genin: add dragon's tail at level 6. also global -endurance cost adjustments. even with roughly 70% end reduction slotted into Genin they still suck wind after awhile Unrealistic Oni revamp: Change into Shogun. Dual Blades, wider range PBAoE attacks, etc Soldiers: Serum: no crash, effects all pets, reduced effectiveness m30 replaced with cone-burst Soldiers: axe the medic and pretty much give us 3 Soldier's of Arachnos (power wise) 1) Burst/bayonet base 6) Slug/mini-cone auto/frag grenade 32) Full auto, venom grenade If wanting to keep the medic: remove Medicine Power pool stuff and give them a medi-grenade as a base ability. recolor the poison from various venom grenades to be brighter/or blue. heal over time Spec-Ops: Web grenade upgraded to toxic-web grenade. DoT, AoE Adding damage to Gas Grenade, like the gas turrets in the villain level 25 TF mini-cone burst Added Leadership abilities Maneuvers(base)>Assault(6)>Tactics(32) Commando: Range increase for flamethrower and fuckshot Instant snipe/LRM Necromancy: Life drain replaced with Dark Obliteration. I forget the name of the shadow ball attack in patron power pool attack Zombies: use a different zombie model for these. Reason why: if the current zombies need to drop an inch or two they have this landing animation that takes a few seconds. Caves, tunnels and stairs stall tier1s super hard. Also wider cones for their vomits. Add another base attack, Bite. Grave Knights: Ditch the ranged attacks. Replace Dark Blast(base) with Throw Scrap. use the Throw Knives animation so they keep their weapon out. replace gloom/drain life with Slice and Whirling Sword Lich: CC abilities are unreliable. replace with nightfall and dark obliteration Soul Extraction: Usable on enemies, like Warshades. As a Bubble and Dark user there is no middle ground where this power is anything more than an IO mule Robotics: Robots: photon grenade at level 6 upgrade Prot bots: remove single bubble, add mini dispersion bubbles. add laser burst at level 6 Assault Bot: laser burst at level 6 Demons: Tier1s: Fine, maybe make their melee flurry into a pbaoe cone Tier2s: Fine, maybe a size decrease Tier3: fine, little end heavy Thugs: Tier1s: add a makeshift frag grenade at level 6. tin can, boom, something Tier2s: fine, little end heavy, increase radius of leadership so that the Bruiser/Arsonist isnt left naked most of the time Tier3: add damage to hand clap Beasts: I just dont know. Adding PBAoE attacks sounds dumb, even watching the cats stand up to wave for theirs is weird. and I doubt adding a "too fast for the naked eye" leaping teleporting bites or something for more aoe yeah this sounds dumberer the more I type. they have solid defense, some self healing and making the dire wolf hit more targets falls back to the whole robots thing where its all backloaded in powers
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In todays CoH you would still get your shit pushed in with toggle IH. With incarnate stuff you can still get to the regen cap "by yourself" and i still die from time to time. Even one of my regen scrappers I went full blown Regen bonuses frankenslotting and another with as much +def i can squeeze in still had alpha strike problems. And yes, every single one of my regens takes revive. "QoL" in regens case would to be spreading out little bonuses everywhere: Fast Healing: x2 or x3 base regen Reconstruction: keeping initial heal, but adding a heal over time like Time/nature heals Dull Pain: Adding resist to all (5-10%), unenhanceable Integ: x2 or x3 base regen IH: shave off a few minutes from its recharge time, keeps it from being perma but still no gigantic gap time MoG: adding regen