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nihilii
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Everything posted by nihilii
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Thank you, that's it! I had vigilantes trying to board these choppers.
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I'm trying to board the choppers in Sharkhead and Cap au Diable that previously led to PvP zones, but they just offer to transport me between regular zones.
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Wait... what??? All this time I thought I was farming karma!
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I mostly stopped playing for the past year. Came back a couple weeks ago, noticed my AFK farm wasn't as easy as before due to new aggro rules, and didn't yield as much. Took a few days to work out the changes... Now I'm back to (not) playing the game and earning rewards with much greater efficiency than I could by actually playing the game The Way It's Intended. As I type this post, my AFK farmer is clawing his way through powerleveling a couple more alts. For me, farming is still absurdly overpowered in terms of rewards per (actual) effort/time. I'm not telling anyone else their experience is inaccurate. On one hand, the changes seem mild and easy to adapt to. On the other hand, today I've been aggravated by my Windows 10 machine rebooting sneakily to install an update (despite me explicitely disallowing it) and Firefox forceupdating to a harebrained color scheme (despite me also explicitely disallowing it). I'm guessing this is the angle upset farmers come from, they've got something they like as is and they would like it not to be changed ever. I can relate, but ultimately it is a MMO and the flow of rewards relative to other activities is something that affects the community and the game as a whole. It's hard to see some genuine deep love for the act of repeating the same mission over and over anyway, else we wouldn't have a sixteen page thread to complain about slightly lowered rewards / slightly harder workflow. Personally, I'd love to see increases in regular content reward rates. Bring some carrot with the stick, the prevalence of farming makes farming reward rates the driver of this economy anyway and amount to a hidden tax on regular content.
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I put the Crit Strikes proc in Incinerate, and I'm fairly (damage) procced out: - 3 in Incinerate - 4 in Fire Sword and Cremate - 2 (incl. purple) in Apocalypse - 3 (incl. purple) in GFS
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It's definitely a buff more than a heal. I think it's an excellent power for several reasons: 1) what kills you at the higher end is large amounts of damage all at once. Increasing your maxHP increases the time you have to react to whatever threat, so in that sense Frostwork does the best job to save you. 2) raising maxHP also raises regeneration 3) Frostwork is almost unique in providing ally +maxHP I don't even consider the pseudoheal part in my decision making. The ideal time to apply Frostwork is between encounters. If I put on someone who's low HP, I expect they'll refill their HP in some other way. Only reason I don't always get Frostwork: Cold has 9 great powers... Out of those 9 Frostwork is the most skippable, but it wouldn't be a skippable power if it weren't for the set being overall stellar.
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First run on fire/bio/soul scrapper. Fully slotted, but only T2 incarnates. 97 seconds. Whaaat?! I have a feeling I'm going to like this. Unless this is a fluke, I'm guessing the final version ends up in the 650+ dps range. Edit: 89 seconds on Try 2. Wee. I enjoy the flow of this build, running an Incinerate -> GFS -> Cremate -> Moonbeam/Fire Sword chain, where Fire Sword is most often replaced by a misc click. It's as simple as it gets, all attacks animate in roughly ~1.5s which is neither too fast or too slow.
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Echoing several posters, I find repeatable missions fine because there's so many of them at this point. They become repetitive if you do just one kind, and inertia + teams make it understandable this is a reality quite often. But it's also possible to do, say: - 1 DA repeatable against Tsoo, then another against BP - 1 RWZ repeatable against Riktis - 2 newspaper in PI against Council then Carnies - 1 repeatable in FBZ against Rularuu - insert tips in between when mission transporter / team teleporter are on cooldown I do this sometimes, and if I'm being honest I have never ever gone through the whole list, because that's much more variety than I need already.
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Issue 28: Page 1 Farming Microguide (Maps + Builds)
nihilii replied to America's Angel's topic in Guides
I wondered about that but got confused for a couple reasons: other people in this thread posting 4k XP for an alt and 6.4k XP solo (is everyone posting rested XP by default?), and stopping AE to do a rikti mission and getting 5.2k XP per minion (do normal mobs give about twice as much XP as AE?). So many questions. Man, it's hard to pick up all the depth in that game when you leave for a while. -
There's a slight added dimension in that repel works on enemies that would be resistant to knockback. I'm not arguing for repel in BB, mind you. It's a bizarre decision both thematically and mechanically.
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Issue 28: Page 1 Farming Microguide (Maps + Builds)
nihilii replied to America's Angel's topic in Guides
I've been away from AE for a while. Not sure what the state of it is now. Are there "diminishing returns" in AE now? Earlier today I got 4k XP per minion with 2 characters, similar to the numbers @Jacktar posted. I logged out, and back in now, and now I get 2600xp per minion on the same farm with everything identical. Tried AA's farm, also getting 2600xp per minion there. Anyone else ran into this? Edit: I guess whatever this is, it isn't too relevant. I was worried the XP loss affected my lowbie too, but switching to another farmer who gets the 4k XP correctly, I can see the lowbie earns the same in either case. -
Finally, someone with the courage to say what we all think.
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I'd go without the repel/kb if it were an option, but I also find a kb-to-kd IO + a slight jump as you shoot turns BB into nice soft control for tougher targets. It's definitely higher maintenance.
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There's some bias: I always believed Sentinels were great. To me they were somewhat tankmages from the start, it's just an opinion that wasn't worth voicing too often as too many people disagreed. Plus, I haven't played regularly for a while, and *any* powerful CoH build looks pretty damn powerful once we lack a referential. I'm playing my Fire/Rad so far, with my old build. To be honest, I'm barely squeezing out better times on Pylons so far. I guess the attack chain was so reliant on procs even +0.15 base damage doesn't change all that much. However, against +4/x8 things just seem to melt. Opportunity (Vulnerability, I guess?) seems like it's up forever on bosses. Which always were the roadblocks, as mininuke + AoEs do a good enough job clearing minions and lieutenants. Subjectively this feels like ~85% blaster damage with ~85% stalker survivability. I am more than happy with these ratios. I have hope +0 performance might get better anyway once I rethink my builds for the new paradigm. i.e., I'm guessing it must be worth adding Blazing Blast in now, and maybe skipping the T1 save as a mule.
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Tankmage tankmage tankmage tankmage tankmage. YES!! It's funny: my favorite character (rad/bio scrapper) took a hit, only to revive my previous favorite character(s). I'm ready for the Age of Sentinels.
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The most important difference comes down to the resistance cap. 90% for brutes, 75% for sentinels. So the sentinel will take 2.5x as much damage. Which is a huge difference!
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Character or Account item claim failed, another request is pending.
nihilii replied to Tankshock's topic in The Market
Oh, wow. How do people even open Super Packs anymore? I can't imagine spending 2+ seconds per claim to open thousands of converters... Edit: I suppose I'm being dramatic. The bulk of the returns come from ATOs, which we don't claim in such volume. Still, taking a couple seconds par claim instead of getting 3-4 ATOs per second is quite the downgrade, when you open many packs at once. Personally, I like to use everything in a pack. So I would claim converters when I wanted to convert some IOs, unslotters when I misplaced an enhancement, and so on. Barely getting through 3 claims gets pretty annoying when a single "in set" conversion costs you 3 converters! The rate limit probably feels drastic because before, I automated most of my claiming using macros. So I would start the macro, go get a glass of water and come back to see ~300 converters in my inventory. Sometimes it would choke up at ~80 claims or so. I guess the mail system must be taxing on the servers, and that must be why the devs implemented rate limits? Understandable. I wish we had "claim all" and "claim X" options. -
Character or Account item claim failed, another request is pending.
nihilii replied to Tankshock's topic in The Market
Somewhat related, maybe... Is anyone else seeing "please wait a moment" messages on claiming any email item? I can barely claim 3 items at most before I get this. Then I have to wait a few seconds before it's available again... For 3 items tops. Sometimes it even stops at 2 or 1! -
I love, love, LOVE everything about page 4 so far! Loving the new maps (especially that first cave one in the Incarnate arc). Loving the new enemies (especially the hostless nictus). Loving the hard ITF in particular. I went in solo to take time to appreciate it at my own pace, and I couldn't help but have this huge grin on my face after that moment in mission 3. In general the ITF hardmode is great design. I'm really loving the particular blend of challenges here, stressing your wits more than putting an impenetrable wall of regeneration/healing. Skimming the patch notes quick, I think this could be thanks to AV regen being normalized? Definitely a good direction. Also loving the QoL changes... Offensive toggles not dropping is going to be huge for so many builds. Just a fantastic experience overall. Another homerun from Homecoming.
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WOW!!!!! This is the coolest Pylon run I have ever seen! I'm surprised you don't already have a trail of copycats. I've stopped playing CoH a while back yet this makes me want to launch the game. Amazing!
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We've seen this topic rear its head over the years in different forms. I think the posters who assume Discord is for voice chat exclusively sound technically wrong but actually show great insight, in that the root desire of the OP's attitude is much like the previous incarnations of this topic ("why don't people use teamspeak" etc.): a desire for organisation. The situation here is simple: CoH is an easy game. Most people do not actually enjoy organisation. Or, if you wanted an alternate take, let's say the subset of people who enjoy CoH are likely to prefer more freedom and less organisation than the average MMO player. So there's a fundamental mismatch with standard MMO mentality. While you can shoot for tryhard difficulty in this game too by pvping or speedrunning the hardest content, the lack of *requirement* for that will leave most players apathetic to your desires. Even just coordinating on Discord to start content is already too much friction, when we'd rather just login and play whenever we've got free time and feel like it. Being a hardcore "team player" in CoH is a bit like looking for overt and external goals in Minecraft. You can approach these games like that, because they offer enough design space to be played that way; but you'll always meet some disconnect with their playerbase.