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Peacemoon

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Everything posted by Peacemoon

  1. If anyone has the name Brightstar and isn't using it, could you let me know? It is the name we'd love to give my husband's character. It'll be his only character I'm pretty sure!
  2. I remember 6 slotting for end reduction was a thing! I also remember some talk about map herding with TK. It definitely was done, but I never witnessed it. Back in those days I played Grav/ not Mind/. Poor me...
  3. Maybe if the computer could track your gameplay style via a complicated set of analytics, it could find out that you're prone to death by Malta Sappers, and so start dropping in that sort of mechanic to enemies you fight. (YES - that CoT Demon DID just pull out a Sapper gun from its backside!)
  4. Oh I see.. but that set has 5% ranged defence as the 6 piece set bonus, and I like it in Mass Confusion, so I definitely wouldn't be wasting that on that! Maybe for other primaries, but still seems a waste!
  5. I see a lot of people running it in game but looking at the numbers I always fail to get impressed. I wonder if they know something I don't, or whether its just SHINY AURA?
  6. Controllers are very much like a stereotypical mage. They start off really weak, but their powers grow exponentially as they level! Although I have to say with containment damage and control powers slotted/procced for damage, their damage isn't too shabby, especially at low levels actually. 🙂 It really depends on playstyle, if you have a logical/puzzle solving type of mind, Controllers and Dominators can be a fun playstyle. I would say Controllers are moderate, and Dominators more advanced in terms of difficulty.
  7. There isn’t really an objective statistic anyone can throw out. Plant has a confuse you can use all the time on pretty much every mob. Electric has something similar, although I’m not too familiar with it. Illusion and Dark have a no-aggro single target confuse you can layer to get bosses or pick out high value targets. Mind has a single target confuse as above and a long recharge AoE confuse. There is also World of Confusion from the Psychic Mastery APP which periodically confuses nearby mobs. Also there is an incarnate power in the interface slot which has a chance to confuse on every attack. So to be a ‘confuse master’ you‘d want to mix up the above to suit your play style.
  8. I know understand what you mean. There is some benefit from having skippable powers, and if we went through the game and fixed up every power, it would make builds feel much more constrained. One of the upside down benefits of FF is you only need 3 powers from the set. Which on one hand is because a lot of the others suck, but on the other hand allows you to focus on other things! The same can be said for powers that don’t need enhancement slots to be effective. I don’t really have an answer to this other than TK should have a niche it can fill (toggle +moving enemies) and I definitely agree that it risks overshadowing Total Domination if we’re not careful.
  9. I hear you. As a signature power it really should be bringing something extra to the table, and not just another lockdown button. I think that's what I was trying to say earlier. TK is a tricky power to suggest for, because its really hard to come up with something that doesn't completely change it. I think you're idea as a click would be on the okay side, as it would still be doing the same as what it did before, but in a more effective way.
  10. If thats possible, and in my mind that is still a big if, that would be amazing. You could Put TK on a spawn ahead of your team, and repel them TOWARDS the group. Or wherever you wanted them. I think that plus the increased target cap would make a huge difference to the power and set. Of course there would still be a few niggles, lack of enhancement opportunities, end cost, and anchor death. Smoothing some of that over would be essential.
  11. I like this, and I think as a repositional power it would keep a lot more of its original flavour. Although I just can't see how this would work in practice without being horribly cumbersome. I don't think there is the tech for 'attraction' - i.e. specifying a location for them to be repelled towards. I think you can only do this by repelling away from something. In order to the above with the current TK, the Mind Controller would need to get behind the spawn somehow and TK the mobs towards their team. (Which would be cool!! But how?!) I mean, maybe just upping the target cap to 10/16 would be enough to fix TK, and simply keep the repel effect. Or have the repel speed enhanceable?!
  12. Yeah the 'shooting yourself' was not a realistic proposal just me having playing with an idea for no reason. I'm quite liable to this sorry! 😉 I keep thinking how it would be cool to charm an enemy and take them as your pet - another impossible! Just brainstorming - but if the power had a fixed duration (perhaps enhanceable with hold enhancements), then more interesting effects could arguably be put on it, but just an idea. The incarnate toggles are like this - 2 mins on and 2 mins off, but means the 2 mins on can be more powerful than if it was just always on. I think there is a lot more to this. TK as an AoE Hold toggle without the repel definitely would compete with Total Domination in my mind. Yes one would be a click and the other a toggle, but in effect they would both do the same thing. Granted other sets like Earth have an AoE stun which combined with AoE immobalise is basically an AoE power - but at the same time it still feels quite different. We're discussing making Mass Confusion have a much shorter recharge, and giving Confuse/Fear containment damage. So where would TK sit in that? An AoE hold toggle on a 60s cooldown would be an unnecessary extra level of control and risk being overpowered. Or simply be redundent levels of control, or make people just skip Total Domination. The more I think of it, the more I think Mass Confusion should be lower level (like 12), and and TK should be 32, and completely change how TK works, so it is less about AoE control and more about a non-pet way of enhancing your damage. So TK could just be its own attack, or a toggle you put on a single target that amplifies your damage (like the minor AoE levitate suggestion). Anyway it is good we are disagreeing - its the best way to sharpen the ideas!
  13. It has a lowish max level, and all content remains relevant. CoH has empty zones for sure, but very rarely unplayed content! Many other MMOs have huge areas which are no longer played. Or content that was only released 6 months prior but is now worthless to run. The fact that everything remains viable to play, enhances the replayability and means that vets and newbies continue to still mingle in our beautiful city (or isles!).
  14. Okay completely different point, but I love the idea of possessing mobs and making them move to where you want them to. I don't think this would be possible on a technical level, but imagine how cool that would be? I'm thinking Psycho Mantis from Metal Gear Solid getting Meryl to shoot herself.. (evil Mind Control!). Fun aside, this is probably best represented by confuse/mass confusion. I would be up for removing the repel, I just wasn't sure how much people really liked that aspect to it? The repel feature on TK is a bit like the knockBACK on Wormhole - part of the reason the power was crap, and no one wanted to change it for a long time (For Wormhole the original devs kept saying it was thematic on how mobs were pushed through a wormhole... never mind how crippling it was as a gameplay mechanic on an underperforming set..!) One thing we haven't touched on yet but I mentioned above, what about a max duration for TK, like 30 seconds? The advantage of a max duration is you could potentially ramp up the effects it has, and lower the end cost? Just a thought. Also I like the idea of it having roughly a similar uptime to the AoE stuns, which have 90s base recharge. So 30s duration +60s cooldown and we're at 90s. With the option to cancel early of course. What about making it an AoE location toggle rather than mob targeted? Also some devils advocate play here - if the repel got deleted is it not just in effect a second AoE hold like Total Domination? Does it not lose some flavour, and how could we put that back in? I'm thinking on this myself.
  15. I chose resurgent. Legendary probably more apt for something like 20, if we make it that far! Sweet doesn’t sound substantial enough for me!
  16. Containment would be better 'fixed' by allowing Confusion and Fear to give containment, rather than giving Mind an AoE immobalise. I think we're after the same goal, just different ways of approaching the solution. I think on this thread there hasn't been any decent refute of allowing Confusion & Fear to give containment, so probably the best way to go. Lets hope the Devs are listening! I think we need to really look at TK. We are all so used to skipping it I think we all forget that it is suppose to be Mind's signature power! It is meant to be the power that defines the set, not one that is skipped and worked around. This is why Mind can feel so weak at low levels. Redlynne posted a great screenshot of its original capabilities, and we have to remember that on a one minute recharge, it would have had a similar impact as AoE stuns for other sets. So TK really does need to be changed and buffed and made central to the whole Mind Control package. If we could build some consensus on what we think as a community, maybe the Devs will take this into consideration? There have been some great suggestions so far. Just to recap- Allow TK's repel to be turned on and off somehow. Now that CoH powers are much more advanced there is many ways this could be done. I was looking at Dual Pistols/Bio Armour last night, particularly switch ammo and adaptation, and one potential solution would be to have TK grant 2 versions of itself - one with repel, and one without repel. If you wanted to get really clever, both versions of the power could have different side effects and/or interactions with levitate. So there is some great creative potential there. Allow TK to interact with other powers. Levitating the TK target could turn it into a minor AoE power. TK could also be a way of upping Mind Control's damage a bit, as a slight trade off to no pet (damage should always be a bit lower, since there are advantages to no pet!) I need to add this one - Let TK take Hold Duration enhancement sets! We really need to be able to put sets in this power. Perhaps the hold duration enhancement could enhance the max duration that the toggle can stay on? (If -contentious point- there was a max limit on how long it can be toggled for, like Dimension Shift. This might be a negative but it could also be a positive if used as a balancing tool, if TK isn't allowed to be toggled on for long its effects could be more substantial, and its end cost could be almost nothing. Whereas if its perma, it might not be more limited in its impact). Does TK persist after death of the anchor? Other debuffs do, but I haven't tested it with TK yet. I think if we can keep the core concept as a hold toggle, that would be the best fix for TK. Since you could just delete it and turn it into an AoE stun (super scramble mind!), but wheres the fun in that? TK should be like Wormhole - capable of some unique plays. What does everyone else think?
  17. I think around issue 3 or 4 I created a huge thread on the official forums about nerfing Hasten because it was too good. As a Controller it felt mandatory so it was annoying. Builds were much tighter then (having to take 3 powers for Stamina), and also you couldn't hide the effects, which meant everyone had glowie fists. I was stubbornly refusing to take it due to the feel of giving my character super speed powers, and of course it does restrict the amount of pools you pick from. Also a lot of powers were getting balanced around people expected to have Hasten. I'm pretty sure Accelerating Metabolism for Rad had its recharge lengthened due to this, just so it couldn't be made perma (before IO set enhancements). Which is why it has the very odd recharge of 422 seconds, which is absurdly long compared to other similar buffs in the modern meta, but done back in the day for Hasten reasons (I'm sure someone will correct me if I'm wrong, but I distinctively remember that being part of the equation!) Needless to say, everyone liked their hasten too much, and the devs didn't side with me. So here we are! 😉 I'm just glad they made the fitness pool baseline, and that with the ability to remove the visual effect, it has removed some of the drawbacks, so I won't be revisiting that fight! The ship has sailed, and traveled the world, and embarked again.. plus I'm older and not in a fighting mood anymore! With Homecoming I feel like I'm just enjoying a peaceful sail on calm waters... to continue the metaphor.. so I'm just here for the ride and do whatever I can to help.
  18. I have thought about getting unleashed potential, especially as I’m already 2 powers in. It’s just the long recharge that puts me off, but I do like the idea of going super powerful for a minute! Ah my Mind/Psy build is already so tight.. 🥺
  19. So thanks to this thread, this bad build was just created! I did cheat a little, just to make them a little bit more playable and capable of their 'central team role', but otherwise kept to the brief. You could easily drop Executioner's Shot and Dual Wield if you really wanted to though, or move some powers around as required. I tried to keep it playable at low levels. Two power slots free, but otherwise soft-capped Ranged Defence and capped Smashing/Lethal resists. The nice thing about this character is there isn't a huge demand to max out global recharge. Which makes a nice change from my usual Controller/Dom builds! Criticism would be you could argue its just a really bad FF Defender build and not very interesting - but I guess that comes with the territory of this challenge! *Edit and if you're wondering where the 5th LotG +recharge is, I had it in stealth, then dropped stealth and left the last slots empty, so people could customise - and forgot to put it back in! Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Agent Shields: Level 50 Natural Defender Primary Power Set: Force Field Secondary Power Set: Dual Pistols Power Pool: Fighting Power Pool: Medicine Power Pool: Leadership Ancillary Pool: Power Mastery Hero Profile: Level 1: Deflection Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(3), LucoftheG-Def/Rchg(3), LucoftheG-EndRdx/Rchg(5), LucoftheG-Def/EndRdx/Rchg(5), LucoftheG-Def(7) Level 1: Pistols -- AchHee-ResDeb%(A), GldJvl-Acc/Dmg(40), GldJvl-Dam%(42), TchofLadG-%Dam(42) Level 2: Dual Wield -- SprVglAss-Rchg/+Absorb(A), ExpStr-Dam%(42), Apc-Dam%(43), Apc-Acc/Dmg/Rchg(43) Level 4: Boxing -- TchofDth-Dam%(A), Mk'Bit-Dam%(43), GldStr-%Dam(45), GldStr-Acc/Dmg(45) Level 6: Insulation Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(7), LucoftheG-Def/Rchg(9), LucoftheG-EndRdx/Rchg(9), LucoftheG-Def/EndRdx/Rchg(11), LucoftheG-Def(11) Level 8: Kick -- TchofDth-Dam%(A), Mk'Bit-Dam%(45), GldStr-%Dam(46), GldStr-Acc/Dmg(46) Level 10: Aid Other -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(33), NmnCnv-Heal/Rchg(33), NmnCnv-Heal/EndRdx/Rchg(33), NmnCnv-Heal(34), NmnCnv-Regen/Rcvry+(34) Level 12: Dispersion Bubble -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(13), RedFrt-EndRdx/Rchg(13), RedFrt-Def/EndRdx/Rchg(15), RedFrt-Def(15), RedFrt-EndRdx(17) Level 14: Cross Punch -- Arm-Acc/Dmg/Rchg(A), Arm-Dam%(46), Obl-%Dam(48), FuroftheG-ResDeb%(48) Level 16: Aid Self -- Prv-Heal(A), Prv-Heal/EndRdx(17), Prv-EndRdx/Rchg(19), Prv-Heal/Rchg(19), Prv-Heal/Rchg/EndRdx(36), Prv-Absorb%(37) Level 18: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(23), StdPrt-ResKB(23), ImpArm-ResPsi(29) Level 20: Maneuvers -- RedFrt-Def(A), RedFrt-Def/EndRdx(34), RedFrt-Def/Rchg(36), RedFrt-EndRdx/Rchg(36), RedFrt-EndRdx(21), RedFrt-Def/EndRdx/Rchg(21) Level 22: Field Medic -- RechRdx-I(A) Level 24: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(25), LucoftheG-Def/Rchg(25), LucoftheG-EndRdx/Rchg(27), LucoftheG-Def/EndRdx/Rchg(27), LucoftheG-Def(29) Level 26: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(39), GssSynFr--ToHit/Rchg/EndRdx(39), GssSynFr--Rchg/EndRdx(39), GssSynFr--ToHit/EndRdx(40), GssSynFr--Build%(40) Level 28: Executioner's Shot -- SprDfnBst-Rchg/Heal%(A), ExpStr-Dam%(48), AchHee-ResDeb%(50), Apc-Dmg(50) Level 30: Vengeance -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(31), Rct-ResDam%(31) Level 32: Assault -- EndRdx-I(A) Level 35: Power Build Up -- RechRdx-I(A), RechRdx-I(37) Level 38: Resuscitate -- RechRdx-I(A) Level 41: Temp Invulnerability -- UnbGrd-Max HP%(A) Level 44: Victory Rush -- EndMod-I(A) Level 47: [Empty] -- Empty(A) Level 49: [Empty] -- Empty(A) Level 1: Brawl -- Empty(A) Level 1: Quick Form Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 1: Vigilance Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Mrc-Rcvry+(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(31), EndMod-I(37) ------------ ------------ Set Bonus Totals: 6.5% DamageBuff(Smashing) 6.5% DamageBuff(Lethal) 6.5% DamageBuff(Fire) 6.5% DamageBuff(Cold) 6.5% DamageBuff(Energy) 6.5% DamageBuff(Negative) 6.5% DamageBuff(Toxic) 6.5% DamageBuff(Psionic) 8.5% Defense(Melee) 7.25% Defense(Smashing) 7.25% Defense(Lethal) 7.25% Defense(Fire) 7.25% Defense(Cold) 11.63% Defense(Energy) 11.63% Defense(Negative) 6% Defense(Psionic) 17.25% Defense(Ranged) 8.5% Defense(AoE) 27% Enhancement(Accuracy) 6% Enhancement(Heal) 3.75% Enhancement(Max EnduranceDiscount) 48.75% Enhancement(RechargeTime) 15% SpeedFlying GrantPower Preventive Medicine (10% chance, if Scourge) 167.9 HP (16.51%) HitPoints 15% JumpHeight 15% SpeedJumping Knockback (Mag -4) Knockup (Mag -4) MezResist(Confused) 66.25% MezResist(Held) 66.25% MezResist(Immobilized) 66.25% MezResist(Sleep) 66.25% MezResist(Stunned) 66.25% MezResist(Terrorized) 66.25% MezResist(Teleport) 100% (20% chance) 15.5% (0.26 End/sec) Recovery 58% (2.46 HP/sec) Regeneration 28.25% Resistance(Smashing) 28.25% Resistance(Lethal) 14% Resistance(Fire) 14% Resistance(Cold) 8% Resistance(Energy) 8% Resistance(Negative) 21.5% Resistance(Toxic) 27.5% Resistance(Psionic) 15% SpeedRunning
  20. Actually -30% res IS pretty much the standard -res for Defenders. Sleet/Tar Patch/Freezing Rain/Enervating Field/Melt Armour/Slowed Response. I get that AT's have modifiers, which is why I said Controllers are -22.5% in the above example. So on that basis I didn't think Weaken Resolve felt overpowered at -12% on a single target, for a Dom. But to be honest Weaken Resolve does other things as well, so I'm pretty cool with it. It'll take a look at the Mids' Reborn thread. I wish I had the skills to assist them more than I can.
  21. Okay here is a concept - natural hero agent character, with some shielding tech and pistols. Picked because FF defender would be a great way to actually make this 'usable'! At least this way you'd get the maximum buffs/debuffs from Pools to sort-of-make-it-work and you could still bring your shields for some quasi-effectiveness (unfortunately with Force Fields, 99% of players won't even notice that you haven't taken anything except the 3 shields..). Taking Deflection, Insulation and Dispersion Bubble - Personal FF if you want to cheat) . For a secondary take whatever you like, but pistols might be fun for this concept. Just take the first 2 powers (Okay so I'm cheating - thats 5 powers from sets! But I like to bend rules...) and it won't look so over the top, and work quite good as an 'agent' character. Then: Leadership - with defender level numbers this would be something good you can bring. TAKE ALL 5! Fighting - With boxing, kick and cross-punch you could get a semi-decent attack chain for when you don't want to shoot stuff with pistols, and by having all 3 they'd be buffed nicely. The base damage won't be too great so make sure you put procs in everything. Take Tough and Weave because you're going to have to be up close and personal, which is not where a Defender always likes to be. With Disruption bubble your own defences should be decent. Medicine - FF lacks heals, so bringing Aid Other, Stimulant, Aid Self, and Rescuscitate might give you something else to do in supporting the team. The field medic power will let you heal others under fire. 4th pool? Well there are options. Teleport would be a handy one for recalling friends and teleporting foes, but you'd have to suffer teleport as a travel power (unless you just used Ninja run). Concealment would be pretty fun for your covert operation character. Misdirection would be a great way of avoiding aggro and disappearing should you find yourself in a sticky spot. Presence mgiht be fun or similar reasons, but more for the placate and fear. I don't know how taunts work with personal force field? Taunt and bubble up?! Are we allowed APPs? Assuming yes, then you have lots of options for flavour. With this concept and theme and powers, I would take Power Mastery. Power Build Up will give your shields incredible numbers. Force of Nature when you want to crazy. Total Focus when you've done so much boxing, kicking and punching that you're ready to finish them off! To be honest, it sounds pretty fun!
  22. I have to admit, Corruptors are not an AT I have much experience with. I tried them out a few times, and really was unimpressed with Scourge. It felt like it never really went off reliably unless the mob was pretty much dead, by which point they were dead anyway. I'm not as invested in a Corruptor as others, so take this for what it is, but personally I'd much rather the bonus Scourge damage was 100% chance to fire, but that the extra damage scaled with the mobs health. Like +10% if they're at 90% health, and +90% if they're at 10% health, etc. Might be overpowered, but would feel a lot less random and consistent! Also the extra damage would not always just be overkill damage. Of course, the randomness might be why people like their Corruptors *shrug*. But this is why I prefer Containment, I know what is going to happen when I activate the power!
  23. I have it as it tends to suit Peacemoon who is a psychic themed hero. As a travel its fine and more interesting than fly. Plus I thought I'd give weaken resolve a try so it made sense to take my travel from the same pool. Despite the above, it actually works quite well on my Dom, who otherwise lacks the debuffs I'm used to on my controllers.
  24. I'm not sure I follow you on this, but appreciate the response! Defender debuffs are usually around -30% res, Controllers -22.5% res, so a pool power doing -12%~ on a Dom, and single target not AoE, didn't seem too excessive to me. Just glad it allows for Achilles Hee and so still find it useful for taking down tough targets, but otherwise we're not far off it being more effective to just attack then spend 2s casting the debuff.
  25. Shorts would be cool!
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