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Peacemoon

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Everything posted by Peacemoon

  1. Mastermind with if you discount your pets, as your character will mostly be passive and assisting your squad. Controllers too, particularly low damage/high control ones like Earth. Yes you have one or two attacks that do damage (and an Earth Guardian), but overall the damage will be a side effect to your control. Most of the buff/debuff sets are pretty passive in the way you describe, so I would say Controllers are the best for passive play, and MM’s if you’re ok with your pets defending you (but your character themselves can be very passive).
  2. TBH paragon city is just more fun for me most of the time. So most of my villains just end up as really edgy vigilantes so I can run round a decently lit urban environment…
  3. I feel like I get slapped with a report that says “could do better.” And I try figure out how I can improve and if there’s any other strategies I could use to win. Also death should be an inconvenience, albeit not a massive one. One that interrupts your flow but doesn’t ruin your whole night.
  4. The problem regen has is if the self healing is too much you’ll never die, but if it’s not enough it can feel useless. More so then defence and resist. I would suggest some scaling regen whereby the lower health you get the more regen you get. So it varies depending on the %health of your character. Might add some interesting dynamics. Also some automatic healing procs when you get critical might be fun too - like preventative medicine but with more tailored triggers. Sort of a temporary stabiliser. Also more +max hp for the set. I think the above would make it quite fun.
  5. Yep aware this is purely subjective but for me I prefer the buff/debuff primary of the defender and the higher numbers they give from power pools, and actually I prefer vigilance! Both solo and in a team. I was just asked why I rated Defender/Controller higher. Don’t want to turn this thread into a corruptor vs defender thread! Meanwhile I accept it more on Controllers because they have such interesting primaries that having their secondary later isn’t such an issue.
  6. I don’t mind MMs and Dominators a little but not a huge fan. Nothing to do with them being villain ATs either. But corrupters have weaker buff/debuff modifiers than Defenders and get their powers later, MMs have even weaker and more end costs on all their powers and babysitting pets can be a chore, and Doms don’t have any buffs/debuffs and I find the ‘Perma Dom’ concept frustrating to maintain. They also have weaker damage than my Defender since they get assault sets not blast sets (so no nukes!).
  7. Mids is great, especially the latest version that has been released. My only wish is disabling slot levels so you don’t have to worry about moving slots around.
  8. I’m not against having a chance to miss but CoH has always had quite an arbitrary system of it compared to any other RPPG I’ve played, with its 95% cap on accuracy across the board. Chance to miss is usually something you deal with against higher level enemies, not something that has to always be a factor against even level mobs, or -2 mobs, or heck even -49 level mobs. At some point it’s okay to say “alright, this is a guaranteed hit”. Instead of fixing this core design flaw (in my opinion at least), we have layers of silliness added with ‘streak breakers’ and inherent accuracy boosts for low level characters to countenance what can be quite a frustrating play experience. I mean you can justify it by saying if you roll a 1 on a D20 you should always fumble and miss, but I’m not a fan of that concept and CoH isn’t a slow dice rolling type of game. I remember in WoW having to cap my ‘to hit’ and ‘expertise’ stats in order to reduce miss chance and and parry/dodge chance against enemies, and they removed it for good reason because it became tedious, and people didn’t know how much they needed vs not having enough/having too much and trying to find that sweet spot without wasting precious stats. I’m not saying remove accuracy of course, but that’s my counter thoughts. I just don’t understand why always having a guaranteed chance to miss is so important.
  9. Terrify is a great power, especially if you use it as an AoE nukes 😉
  10. We really need to a way to reach 100% accuracy I think. I don’t think the 95% rule really serves any purpose other than to frustrate players. I would be quite happy even if 95% - 100% was subject to diminishing returns so that in order to get to reach 100% you’d need a lot more accuracy to get there. Anything to stop me missing my drive by attack on a level 1 Hellion as a 50+1 full incarnated/IO’s super mega hero!!!
  11. Would be a shame to suppress a lot of visuals because of seismic blast though, seems a bit of an overkill!
  12. Wow. I was asleep and by the time I woke up the donation window was closed! 🤭
  13. Yeah this build could definitely use some work to fine tune. I still really like Thugs/Empath and had a lot of fun playing it. It really lets you lean in to that Empath support role, even when solo, by giving you your own personal npc team to play with! Thugs is a nice primary for it because you have a good mix of characters in your squad; the bruiser (the tank), the enforcers, the arsonist (the suicide blaster). It’s really fun.
  14. Controllers and Defenders (and to a lesser extent Corrupters, Dominators and Masterminds) are the best because they have the most fun and interesting powers! 😎 Melee and Blaster ATs are the weakest because all they can do is hit stuff, and well, anyone can do that! 😴 😄
  15. I tend to use only the default slots for miracle and end recovery. But it depends on how much space I have in the build. If I can squeeze a second slot into stamina I usually try to, however with Empathy it’s not really necessary. This build is quite old now but it would still work.
  16. Oh how did you add HC to Steam? I wasn’t aware you could do that!! Also I meant adding to the Steam Store I guess in my original post 😃
  17. I think this was suggested during the feedback thread. Of adding a ‘grandmaster of’ badge so you had two types, one with and one without incarnates!
  18. I’m not quite sure I understand the question, but Kinetic Melee might be quite fun as a speedster type character, or a dual pistol sentinel with super speed always on! (Good excuse to take more of the Speed pool too!)
  19. If NCSoft gave its blessing I would like to see the volunteers able to be paid for their services. I’d also like the game to be added to Steam!
  20. Haha I didn’t realise this was just a British saying! ‘Having a strop’ is basically having a temper tantrum and then storming off in a big sulk afterwards. So basically how some melee act when there’s even a hint of a knockback 🤣 (as I’ve said before, I think AoE knockback/scattering is quite annoying for most people!)
  21. I have seen this happen too. I guess it can be useful but for me it usually means I die twice 😅
  22. Old Propel is up there too. But it’s primary function was to look awesome and not deal damage!
  23. What makes you think I couldn’t handle it? I love the undercurrent of melee superiority to this debate, which is completely unwarranted. I don’t mind watching melee run off in a strop, as long as you don’t expect me to chase after you and save you. I’m on my target 😉
  24. There is a damage/knockdown enhancement in the game too. Yes it is unique, but if you have an important power that you really want to change I’d recommend using that unique so you aren’t losing the slot entirely. Also knocking enemies off their feet can be a great advantage, so I wouldn’t be so quick to right it off the enhancement slot used to facilitate that on AoE powers @Solarverse. Remember Ragnarok epic power set has a knockdown proc because it’s such a strong thing to have on an AoE power. As for single target powers that have a chance to knockback, I’m afraid most of the time I keep them as a knock back and I’m afraid in my perspective that is entirely reasonable, and if people don’t like it they can lump it. Energy blasters hardly need help from melee anyway for finishing off a single target.
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