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Everything posted by Apparition
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There is a valid point though, because damage procs do allow Tankers to do as much or more damage than Brutes.
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A lot of the number crunching meta gamers believe that the Issue 26, Page Four, Tanker buffs essentially made Tankers way better than Brutes in every way except for single target damage... which doesn't really matter much in CoH, where AoE is king. Especially when you pair Tankers with damage procs.
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Just don't play on Everlasting. This is the reason why I and others I know avoid the shard. Just do likewise. You'll find that the other shards don't have any of that.
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Is there an issue with Water blast?
Apparition replied to RogueWolf's topic in Suggestions & Feedback
I have noticed that as of late as well... I will get the three stacks, and then it will drop literally a second later, before I can get anything off. -
I generally disable XP once a character reaches veteran level 100. You get no rewards beyond that point and it’s a good, round number.
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Yeah. Farming is nowhere near as profitable as it was a year and a half ago. I still do it because I can't be bothered to play the market.
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Focused Feedback: Travel Power Updates (Build 3)
Apparition replied to Arcanum's topic in [Open Beta] Focused Feedback
The vast majority of my characters use the Agility Core Paragon Alpha. I'm simply going to rework them into the Agility Radial Paragon Alpha, which will basically act as an additional +travel speed IO in both of my travel powers. (Every character I have takes both Fly and either Super Speed or Speed of Sound.) -
Is there any way to make teams less boring?
Apparition replied to RogueWolf's topic in General Discussion
You are correct about Excelsior. From April 2019 until December 2020, I didn’t PUG much. I had a bunch of friends playing the game and I didn’t want to play with random people while the base macro was a thing. Now that the base macro situation has been nullified and most of my friends have long since stopped playing, I have been PUGing quite a bit, all on the Excelsior shard. It has been... not pleasant. I only team for TFs, SFs, and trials. It seems that there are a bunch of relatively new people to CoH who have been essentially taught all of the wrong ways to play the game from all of the farms they’ve joined (AE, PI Council radio, or both), and apply that to the TFs, SFs, and trials they join. Just about every PUG TF, SF, and trial I have done over the past few months has had someone leave before it was over. Either they would silently log (and then come back on on a different character a minute later), or after a couple of missions say something like “Thanks for the team. Take care.”, and quit. Then there are those who insist on trying to speed every mission... without any form of stealth, aggroing all of the mobs on the way, making the mission ten times more difficult than if we just cleared everything. It got to the point tonight where I started a couple of new characters on another shard. We will see how that goes. -
How much cash inf do you have on your account?
Apparition replied to Yomo Kimyata's topic in General Discussion
It's been a bit since I last calculated, but probably around three billion Infamy. -
Having events in the Paragon Dance Party zone would lock out villains.
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A note on Rune of Protection changes
Apparition replied to Captain Powerhouse's topic in Open Beta Testing
Even Superman has been trapped in a Kryptonite lair or two. -
A note on Rune of Protection changes
Apparition replied to Captain Powerhouse's topic in Open Beta Testing
There's been a baked-in trade off in City of Heroes since the game first launched. Melee characters can solo well, but they are not very useful on teams. Others cannot solo well, but they are exponentially more powerful and useful on teams than melee characters. I would take one "squishy" character on a team over three melee characters any day. -
I am almost always Rogue alignment. I have used it on teams with everyone else on the team being heroes and myself being Rogue. It only doesn't work if someone else is out of the zone. However, you are right that it doesn't work with Market Crash because Kallisti Wharf is a true co-op zone. But with everything else... Positron 1 TF, Dr. Kahn TF, etc., Team Transporter does indeed work as long as everyone is in the zone.
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A note on Rune of Protection changes
Apparition replied to Captain Powerhouse's topic in Open Beta Testing
And then Radiation Emission, while not giving you protection, gives you a decent amount of mez resistance which you can use IO enhancements to push up if you so desire. -
A note on Rune of Protection changes
Apparition replied to Captain Powerhouse's topic in Open Beta Testing
Uh... if you're trying to prove that Rune of Protection isn't overpowered, that's not the route you want to take, 'cause you just did a bang up job of proving that it is. -
If you have to go to the hospital, it takes you to the hospital of whatever zone you were last in. That can be a little bit of a haul, but I'd rather deal with that than deal with the crowd of people camping the Ouroboros portal, and possibly losing the mission difficulty setting. To each his or her own. :D
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As of Issue 27, Page One, yes, yes it does. I use it for the last mission in Positron 1 TF, the last mission of the Dr. Kahn TF, the Maria Jenkins story arc, and others. Try it. It works. I have done it numerous times over the past couple of months.
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A note on Rune of Protection changes
Apparition replied to Captain Powerhouse's topic in Open Beta Testing
I think part of the problem is that some people assume that all ATs should be able to solo at +4x8, when that is just not realistic. Some ATs are much more team oriented than others. If you want to solo with ease, there are other ATs for that. Rune of Protection never made it to live CoH, it was in the Issue 24 beta. -
Bingo. I have no idea where this idea some people have that melee characters are gods and non-melee are second class came from. Defenders, Corruptors, and Controllers are exponentially more powerful than melee and have been doing things in game pre-Incarnate abilities that melee PCs with Incarnate abilities can only dream of.
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I much prefer Team Transporter for that. Having everyone shuffle off to Ouroboros can result in losing the difficulty setting.
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Focused Feedback: Travel Power Updates (Build 3)
Apparition replied to Arcanum's topic in [Open Beta] Focused Feedback
Yeah. If Super Speed is too fast, then I'd consider Infiltration instead as it won't be disabled in Master runs and iTrials. -
I did some thinking. Most of my characters use the Agility Core Paragon Alpha. Most of those builds also simply do not have the enhancement slots to spare to put in Fly. So what I'll probably do if Evasive Maneuvers goes live much like how it is in this current beta patch is grind out on those characters for a new Alpha, Agility Radial Paragon. It means that those characters will lose some endurance, but c'est la vie.
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Focused Feedback: Power Changes (Release Candidates)
Apparition replied to Arcanum's topic in [Open Beta] Focused Feedback
Wormhole really needs a magnitude increase. -
Honestly, I'd like to see the P2W XP boosters start costing INF as well. Something like 2.5 million INF for +50% XP, 5 million INF for +100% XP. Being free, they're a bit of a newbie trap. Newbie joins the game, loads into Atlas, sees people advertise farms in the Atlas AE. Newbie joins, and then is "helpfully" told to go get a +100% XP booster from the P2W vendor. Newbie with +100% XP booster joins the AE farm and gets PLed to level 50... and has no INF.