-
Posts
809 -
Joined
-
Last visited
Everything posted by Rylas
-
A precursory look tells me the specific one I remember isn't in there, but this will answer the current question I have as well as many others regarding cycling through combat attributes. So... THANK YOU!!
-
I wouldn't mind giving Tanker Tuesday a solid go. Questions: Are we confirmed for Excelsior as *the* place? Is there an SG to join for this? Is there a global channel for Tanker Tuesday? Edit: Oh yeah, and what time zone? And is there a Discord channel?
-
I can only speak for myself, but when I'm using Pine's, I start first with what powers I want from my power sets. Selecting those in the best order I can for leveling experience. Then I move on to what bonuses I want to aim at most to achieve the goals for that character. Do I want to cap S/L defense? Work on shoring up resist numbers where possible? Go for perma-hasten? You get the point. Then I pull up this trusty source to help me figure out how to best achieve those bonuses I need. So if I need to find sets for +Endurance I click on that page and see what sets give me the best bonuses for the least amount of investment. After that, it's a matter of seeing if I've sacrificed enhancement values in a power too much and seeing if my slot placement is worth the squeeze. It's not an in depth guide, but I've made some super fun builds (for me — and who else should you be making it for than yourself?) using that method.
-
My apologies for confusing you with OP. That's what happens when I multitask work and the forums. My bad. Don't take me pointing out the absurdity of wanting a whole server without AE as taking things personally. I'm just point out the absurdity. It also doesn't really work with the concept of "letting people play how they like" seeing as how you can choose not to use the AE in the way that offends you. It doesn't require dedicating limited resources to make you happier for something you can just not choose to do.
-
Because they've already halved AE xp, which has reduced a ton of the chatter I was seeing for AE during 2xXP weekend. What's more, people should be able to play how they want. There's a sizeable community of PVPers and End Game content players who don't care about the leveling experience of 1–50. As someone that has years of the game under his belt, I can understand the desire to skip that process as quickly as possible. Here's an idea. The code for running a server of your own is out there. Prove your poorly supported assumption and run one the way you think so many people want. No offense, but your polls (while a small sample) aren't showing a lot of support for your complaints. The insanely fast response on donations this month would suggest that people are quite happy with the way things are running right now. And currently, you seem to be the only one making this big of a stink for it. I can understand that people farming and PLing puts a stick in your craw and don't judge you for having that sentiment. Those things were here before, and they'll be around in some form or another forever. You're reasoning for why that should be fun-policed out of existence isn't convincing. You'd need to show good evidence for how that's borking the game before you're going to win any minds over.
-
Thanks for assuming my, or generally anybody's, reasons for voting "NO". But I can assure you, it's not because I want to abuse the system. AE farms tend to be boring as hell, so no thanks. But if that's what someone else wants to do I don't currently see an issue with it. Perhaps you should try not holding the position that those who disagree with you have ill intent or are of bad character.
-
Forum Suggestion : Creative Boards (Art, Writing)?
Rylas replied to pjmoyer's topic in Website Suggestions & Feedback
Seconded. -
So, you're saying you were sitting around in Central Square (Atlas Park, I presume???) and a bunch of characters, with similar names, suddenly gained levels while just standing there (as in, the leveling animation triggered) for absolutely no reason at all? I have to say, if I understand you correctly, that would be quite the feat. I'm not aware of any mechanic in the game that allows for people to gain XP from AE farming while outside of the AE map in which the XP is earned. I'm not sure I can quite believe that. Also, I'm not sure how people getting PL'd in AE ruins my leveling experience. Maybe they could have have a negative impact on the market, but I don't see why I have to enjoy my game play less because they leveled differently.
-
I thought one of the expressed reasons for halving xp from AE was that farming maps being built put a huge stress on the servers. Unless that could be fixed, I don't see anything happening with AE xp. That said, was the point of AE in its conception that people could make personalized xp farms, or so they could create their own content/stories? Given that the game is built on the concept of role-playing, I'm not convinced xp farming was the hope the developers had in mind.
-
I remember seeing a great guide for managing the windows in CoH for best screen management. Things like binds for increasing and decreasing the map window as needed. Or binds for returning your window settings to certain sizes. Somehow I lost the bookmark for that guide. Would anyone happen to have it?
-
This topic showed up recently in both the Tanker and Brute forums, and so it's opened up an old wound for me. I'd like to be clear, I'm not looking to dig my heels in on this. I'm willing to be convinced some kind of nerf might have been needed, but I'm skeptical that the one implemented was fair. That said, I'll do my best to plead my case. The common argument I hear is that Energy Melee (EM) was overpowered. Specifically, with its two extreme damage single target attacks, Total Focus (TF) and Energy Transfer (ET). My experience playing the set to 50 on a tank (I'm aware this is anecdotal) was that while killing bosses was much easier for the set, killing whole groups wasn't. This was before the introduction of IOs, and after ED. While EM was known for being a monster in single target damage, I don't remember it being all the rave that Fire/SS tankers were. It's only AoE attack was a weak one by comparison to other melee sets. This, coupled with its self-damage in ET were what brought balance to the set. I want to be open minded, so I can be convinced that perhaps a change to the damage from these two powers needed adjusting. But the animation changes completely changed the whole feel of the set into something that seemed antithetical to its theme; being energetic. Sadly, I don't have numbers for how the set used to be. Neither am I the best at number crunching. So any and all information that can be provided would be welcomed. I'm curious if there are some out there that think EM was treated unfairly, and what thoughts are out there for how it could be better managed. Enlighten me. Educate me. Please.
-
How is it harder to build a base with everything unlocked? Having all the resources made available is the exact opposite of something being made harder to do. I think with the fact that this game is not likely to have the same population size as it did before, forming SGs that are big enough to earn the level of prestige needed to build bigger bases would be a constant demand that would hinder all other earned aspects of the game. No thanks.
-
This leads me to ask; was the nerf too heavy handed? If the tier 2 power is truly the highest DPA of the set, that seems broken. While it's monster performance in single target damage was the highest, I don't feel that made the set overpowered. Running solo with an Ice/EM tank, I wasn't cruising through crowds of mobs as quickly as a Fire/SS tank would. The strange thing about it, is that EM (from what I remember, so correct me if I'm wrong), wasn't more popular in use than high AoE performing sets. Sure, you could kill a boss faster, but you weren't killing everyone else along with the boss. Does anyone have hard number evidence that EM needed the nerf to begin with? How it compared to other melee sets? I'm open to the argument that ET and TF might/i] needed their numbers reduced to some extent, but I remain skeptical the nerf that took place was necessary. Please, if anyone's got the argument, enlighten me.
-
You guys are just being a bunch of Trolls.
-
Is this also an issue of thematic fit? Super Strength doesn't exactly sound like something scrappy. I mean, if that's even something to really consider at this point. I truly don't know.
-
[Proposal] UNGIMPING basic Peacebringer design game mechanics
Rylas replied to Redlynne's topic in Suggestions & Feedback
That's a well thought out suggestion. I might suggest that Nova attacks be given knockdown instead, seeing as most of the time the attacks would be coming from the air. But that's me being a little literal on phsyics. Solid post. -
These are certainly solutions, but is that really how we're going to measure how properly a set functions? It seems we should be looking at the set itself, evaluating how it compares for endurance cost compared to other armor sets on their own merits, and then judging wether the set needs to be tweaked for end cost.
-
My main for a while was an Ice/EM Tank. Personally, I really enjoyed EM, but felt that it ended up getting a bit of heavy handed nerf mid-way through the game's life. I think the issue was Total Focus and Energy Transfer were "too" powerful and made EM perform just a little too well in the single-target DPS area. The answer was slowing the animation for these powers to really bad speeds. I don't know what the right answer would be (or if one was really needed) but it kind of broke the set a little for me. EM is one of the lowest for AoE DPS, and I thought this was the perfect offset to it's single target domination. The fact that Energy Transfer causes damage to you too was another good off-set for the set. Slowing down the punches just sucked for gameplay. I would have preferred a reduction in damage to that. The set *felt* fast with how quickly you handed out the punches. It certainly felt more energetic. That's me though. I remember too much of how it was. Someone else who only played it post-nerf might have a better opinion of it.
-
So which is it? Is the game not challenging with the aggro cap, or is it too difficult to tank +4/x8 Eden Trial? It's already been shown how easy you could Tank 50+ mobs with buffs from team mates, and it's been proven by history. There were literally entire map wipes going on in the days of dumpster diving. Currently, your arguments make it sound like you can't handle the challenge of an aggro cap, and would rather have it removed than work out a better strategy with your team. I get it, I love when my brute feels completely untouchable because I've been buffed to insane levels of defense, but there's not much challenge in keeping aggro once you've got it. But there is a challenge in deciding how you're going to manage that cap and the game provides plenty of ways to do so. Do you leave one group to the controller/s to manage so you can grab another group that's been pulled in from the side by ranged damage? Do you crowd hop between large groups to slow the damage to your team down long enough for them to heal and survive. The point is, once you'r able to handle 17 mobs without any concern, you're going to be handling 50 mobs without any concern. That doesn't make the game more challenging. No one's ever looked at the concept of limitless ability as one of challenge. In having limits we are challenged. edit — I'm aware I quoted two people. The fact that the argument comes from two directions is the main point.
-
It might help to make keep your point of reference to what would be base level; in this case, no adaptation running. And as for Defensive not being that nice for Brutes or Scrappers, I would argue there would be plenty of people who play either AT and would disagree. I enjoy Brutes and have found Defensive mode to be pretty helpful on smaller teams or teams without a Tanker to do aggro management. As for having informed decisions, I could have sworn the penalties for the forms was in the power description, but the last time I read them was I24 beta, so maybe those have changed. But I knew that about the set before playing it. You may have just missed it somewhere. *shrug* I'm not able to long in currently so I can't confirm that.
-
Well, yeah. Did you think you'd get to keep pumping out lots of damage while also getting a fair defensive boost? Or still be able to take a large beating and also boost DPS? It's a balance requirement. But those penalties aren't that bad. Adaptation is meant to be used so you can... adapt. I use Offensive when my survival isn't being pushed. Defensive to take alpha attacks. And Efficient between fights to recover. You can always pop an inspiration to offset penalties.
-
Mini? ;)