laudwic
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Everything posted by laudwic
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Taking aside the mechanic to actually build and design your own nemesis, is it possible to insert an ambush code into a mission with a low chance to occur that spawn the Nemesis (with some minions if on a team)? Or, create a new tip mission at each set of level intervals with the nemesis. Initially it will be too generic, but, maybe, someday they can have nemesis tip missions based upon origin to allow a little customization. Yeah, with the resources of a volunteer team, I don't see it happening. Frankly, I'm amazed at what additions have already been made. Still a fun idea.
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I would add in Steel Canyon occasionally one of Accendent's old phone calls with his agent. You can find a couple on-line.
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I generally stop double xp at 40 as inf starts building up at those levels and you will need to do multiple contacts if you want the Portal Jockey badge. Plus, lvl 50 white recipes are a great source of funds just selling to contact. I find this way by the time this one gets to 50, it will pay for the IOs for my next one.
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Plus, fighting with Ascendant is always a plus. I remember him from live, I'm always happy to see him there, I just wish you could overhear some of his conversations on local. Never been a fan of his breakfast cereal though.
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This is where I would like a "Holy Crap!" reaction for forum posts. . . .
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When the company creates a license that allows exactly that, absolutely! The Open Gaming License that WoTC is seeking to replace allows the use of parts of the DnD rule set and certain IP for free. Frankly, while I do not do IP work and I'm interesting to hear from someone that does, I don't see how they get out of the OGL for 3e and 5e products. If WoTC continues their current direction for 6e, I think they are going to take a decent sales hit. Creating the onerous new version of the OGL at the same time Hasbro has been pretty vocal that DnD is not monetized enough is a fine example of bad timing.
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Does Vanguard have better portal tech than Portal Corp?
laudwic replied to biostem's topic in General Discussion
Show us on this doll where the Circle of Thorns hurt you. . . . -
Does Vanguard have better portal tech than Portal Corp?
laudwic replied to biostem's topic in General Discussion
At that point you start to realize that Circle of Thorns is also ahead on portal tech. -
By worst, I'm assuming you mean most annoying to fight. Personally, Carnival of Shadows: Master Illusionists. If I'm playing a controller or, better, a Dominator, they aren't bad because I can hold them. Otherwise, major pain in the rear.
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Personally, with my ninja/TA I took Heat Mastery and took Bonfire. When you add a Knockback/knockdown proc in it, it is amazing especially when you add a damage IO set. I alternate between that and the oil slick/fireball when attacking groups.
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Do you care about arcs or just missions?
laudwic replied to DougGraves's topic in General Discussion
I like arcs because I really enjoy some of the Stories. If you have played Red Side, you will remember Radio, Television, and the Slot Machine Arcs. On Blue Side, I remember being recruited by Laura the events of those missions, and then having the ability to redo everything to make one important change. (The best use of Oroborus) Plus, the finish arc xp bonus is nice and always satisfying when it leads to a level. Part of what makes CoH is that you can drop in and out, do a mission and feel like you accomplished something. Arcs are great is it gives greater depth to the game, and is more satisfying that just a bashfest. Sure, is it Planescape: Torment, no. Even so, there is a certain amount of joy in doing Laura's arc a second time. I still think some of the Red Side Arcs just have amazing writing. The ability in Gold Side to see other contacts and alter missions is great. -
I think radios are a little bit abused by groups by doing repeated Council missions as a way to power level. That abuse is so minor it is not worth dealing with. Otherwise, Radio missions are great for when you want to do something quick. I little more variety would be nice at the higher levels would be nice as there are a lot of enemy groups in PI that are not represented in missions where Council and Archanos seem to be overrepresented. Also, with Portal Corps there, you can have almost anything. Dark Astoria could use some additional repeatable missions. Tip Missions are also a great addition to the game. My only request would be to add some additional missions in the 40+ range. I really like tip missions but they start to get repetitive.
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Symphony Pet has it's problems, I still wish it had an ability to use an attack that wasn't mirroring something you did, if you are using your Dom powers mirrors of the cones have saved my rear end and it serves as a decent damage sponge at times. The Symphony pet can be lackluster and I would rather have Phantasm than Reverberant when it comes down to it. I would take I would take Umbral Beast over Phantasm. Singularity is FAR superior to any of the other pets. I have watched Singularity solo an Elite Boss I did not realize had come up behind my character. It would have taken awhile, but Singularity would have won by itself. You should not be comparing Phantom Army with Reverberant. Now, would I take DOM Phantom Army over Confounding Chant other than the it's cute factor? These are the powers at the same level, both are to be AoE Control and Damage. Confounding Chant is a Cone Superior DoT and Disorient. Slotted correctly it will do enough or almost enough damage to take out minions, and it will significantly damage LTs and stun them until you take them out. Confounding Chant benefits from Domination. PA on DOM offers little control, does not do well with large spawns, has some damage but significantly less than Confounding Chant, and while there is some wandering for a Stun, Confounding Chant offers far superior control. The most apt comparison for Dom Phantom Army is Darkness Haunt. Same level, similar powers. Phantom Army has 3 versus 2 summoned by Haunt, PA does a little more damage before heal back, after healback Haunt does 3x the damage. Haunt does accuracy debuff and PA does some minor knockdown/stun/sleep. Oh, and Haunt has Taunt. Haunt has a shorter recharge time and costs half as much end to cast. PA can't be killed, Haunt can. I think Haunt has a longer duration of 60 seconds vs. 45 for PA. I've got my 4 doms to 50 via the vast majority or entirely solo no use of AE, as with an Ill/TA controller. Leveling up a Sym/Eng before taking a Ill/Eng Dom in test and live. I can see the difference. My Ill/Eng is currenlty only 32, but I did a bunch of ignored testing on Beta for Ill/Eng and Ill/Fire.
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I am leveling up a Ill/Eng right now. Compared to the Symphony/Energy I just leveled up it is no where near as effective. Confounding Chant is not as 'neat' but far more effective than the DOM version of PA for damage output and far better as a control. Enfeebling Lullaby does more damage than Gleam. Impassioned Serenade does damage as confuse while Deceive does not. Personally, no damage is better as you can sit at range and hit a boss with confuse twice before it notices something is going on. Personally, Illusion is just 'ok' on DOMs. Five of Nine can benefit from Domination. Gleam is too similar to Flash. Frankly, if you want Illusion, the Controller version has FAR superior versions of Phantom Army and Phantasm as the Controller versions have controls through taunt rather than knockdown/sleep/stun and the Controller versions of the powers do significantly more damage. Spectral Wall on Dom is a single target Immobilize, great graphics but generally skippable, Gleam is better than Group Invisibility but that superiority is negated a little as I don't see the need for both Gleam and Flash in a build. The main advantage of the Dom version of Illusion is Spectral Terror is at 6 rather than 22. Note, this was all brought up in the Beta responses to this power set with no response.
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Your response has absolutely nothing to do with the complaint that was being made. My point acknowledged that there was testing prior to beta and simple extended the idea to if you are not actually seeking feedback do not ask for it. My request was only an occasional or blanket responses be made when feedback is received instead of five pages of feedback met by silence. I did not suggest for removal or delay of updates or some mythical perfect system. If Devs ask for general feedback, they should be prepared to provide some measure of responses. It is basic curtesy and builds community. If Devs only want feedback on a specific issue, state that on the onset. Transparency is helpful and builds community. If Devs do not want feedback, do not ask for it. Providing feedback when it does not appear to be desired is frustrating and destructive to community.
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With that explanation, respectfully, you need to better decide if you are going to put things on Beta or not. Requesting feedback and then not responding is discouraging. Reading a post that chides about involvement after experiencing a complete lack of feedback leaves a very poor taste. As it currently exists, there is an expectation that there would be some reasonable amount of back and forth. If there is a request for feedback, the proponent of the change should expect to make the occasional, even blanket, reply. If there is no intention to respond to feedback, state that in the onset. For example: "This powerset represents the proliferation of the Illusion Control set from Controller to Dominator. In doing so, we have replaced and reimagined some of the powers. After internal testing, we are confident that the set is ready for the Live server and are solely seeking feedback for bugs or other difficulties related to the powers. We are not seeking feedback for the functionality or design decisions in revising this set to make it appropriate for use with the Dominator class at this time. Please limit your responses accordingly."
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I understand using Discord for development, but you also request feedback in the beta forums. In some areas, there are robust replies from the CoH Developers, other areas, no response or feedback at all. I spent a good amount of time on the Beta Server testing the DOM version of Illusion at different levels, different secondary power sets, and running comparable content between a Ill/Eng DOM and a Ill/TA Controller to better compare the two sets. There was exceedingly minimal response from the Devs on that thread. The only thing keeping me from saying there was zero interaction from the Devs was a single post on an ancillary topic. There were no replies or attempts to respond to any of the posts related to the actual set itself. So, there was no meaningful interaction from the Devs for the purpose of that forum topic. Beta Dom Illusion went to live without a change. Currently, the top post in the Dominator forum is about issues in Phantom Army that were raised and ignored in the Beta forums. I'm sorry if this reads bluntly, I got involved, I did was was requested, it was ignored. If you ask for feedback and people take the time and effort to provide what you ask, a curtesy blanket reply that covers a topic in multiple postings would be appropriate.
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Make Dominators worth playing before Perma Dom.
laudwic replied to Wavicle's topic in Suggestions & Feedback
I have three 50 Doms, (Grav/Savage, Darkness/Electricity, and Symphony/Energy) and two 50 Controllers (Illusion/TA, Grav/Storm). Each has level 4 in all their incarnates. All have been leveled up to 50/Incarnates predominately solo. Only the Symphony/Energy got experience boosters, and even then only to 40th. (Some content seems reparative, I like earning powers faster, and the lose of inf does not seem to be much of a lose before 40.) I have a lot of time in each of these characters. In my mind, the only real problem with Doms is you have to have inf from another character to fund them. All of my Doms were funded by prior characters so they would able to get IOs as soon as they were available and have permadom in the low 40s. Doms are not hard to build, but they take more planning than other ATs for slots and IO set selection. It isn't hard to get the set with a recharge bonus, but you have to understand it is there and a goal. All of my Dominators comfortably had Permadom in their 40s based off hasten, set bonuses and a Luck of the Gamble Plus Recharge Proc or two (Force Feedback Proc if I had knockback powers). Permadom is class defining, but they are certainly playable prior to 40s. Pre-permadom you are clicking dominate to either break a hold (if you don't have an inspiration) or a boss fight to one shot hold a boss. Controllers are less solo friendly, while Illusion is much better on Controller than it is on Dom, my Ill/TA Controller needs to rely upon the Sorcery pool to gain an attack. My Gravity/Storm Controller has enough attacks because of how Gravity is. Both Controllers suffer from the fact that they rely upon the Controller damage bonus to held enemies to speed up combat but is hard to consistently hold EBs to get a damage bonus. -
Focused Feedback: Dominator Illusion Control
laudwic replied to The Curator's topic in [Open Beta] Focused Feedback
Honestly, it seems the types of Phantom Army are reversed. Dominator, a class more built for Solo (as is the case for all red side ATs) and has sets with Melee attack powers currently has the version that is less damage and more traditional controls that would play better at range and Controller, a more team based class, has the version with more damage and Taunt (don't attack me) not traditional controls that work great at drawing away agroo. -
Focused Feedback: Dominator Illusion Control
laudwic replied to The Curator's topic in [Open Beta] Focused Feedback
Ok, point by point: Of course Dominators are not 'just damage focused' - you miss my point, the Assault secondary, which is only for Dominators, is absolutely damage focused. Especially when you compare it to the Controller Secondary - aka Defender primaries which focus on mitigation. Ok, Ill/TA Controllers - frankly, mine relies more on the Sorcery Power Pool (Arcane Bolt and Enflame) and Fire Mastery (fireball) for damage with Spectral wounds for damage, TA is a great set for everything, but it is still more of a mitigation/control set than damage. I don't understand your ill/fire references, frankly I think Energy has better stun potential but I've never played fire. No, what I would like is a clear vision for the new Dominator versions for Phantom Army and Phantasm. The current versions are the Diet Softdrink of the powers world. As they currently exist, the Controller versions do more damage and provide more control. My Ill/TA Controller has a lot easier time with the Halloween EBs than my test Ill/Energy Dom. My suggestions for changes to this set after this thread and testing: Gleam - Reluctantly it should stay the same as the Symphony Control power I was comparing it to is over powered and the centerpiece power of that set. Gleam's damage, while pathetic, is consistent with other similar powers at that level. Note: I still would love for it to become Positron's Irresistible Boogie by replacing the stun emotes with random dance emotes plus adding a disco ball for the duration. The current graphics are nice, but it is too similar to Flash. Phantom Army: Increase damage to Controller levels, if not a small amount higher. Add Taunt same magnitude but 1/2 duration to all Melee attacks. (The Controller PA Taunt duration is too high) At a minimum damage should be equal, while I still think it should be higher on a Dominator power rather than a controller. Right now the damage mitigation is very skewed to Controller, adding same magnitude but 1/2 duration taunt to melee (ie. 1/2 the attacks) will remove some of the difference. I still think the controller version is better, but this evens it up some and encourages Doms to fight along side of Phantom Army. Phantasm: Keep it the same for both classes (Ie: give taunt back to decoys for Doms) Either fix the AI (I apologize that I do not have the programming knowledge or skill to understand if this is a major undertaking or not but I do remember the Symphony AI changing a couple of times during test. I don't know if that is an apt comparison or not.) If we can't change the AI to range, give it a melee power (punch or energy punch) as charging in without an attack just doesn't make sense. Or, an idea I really like, make the AI ranged for Contollers and Current for Doms with a melee attack added (with decoys having taunt restored - it is the whole point of the decoy) Also, since it is what I want, having the ability to have your Phantasm look like you (as well as the Decoy) would be great! -
Looking for opinions on secondary for Illusion Control Dominator
laudwic replied to Ravenwulfe's topic in Dominator
I've just soloed a Syn/Energy to 50 and I've been testing an Ill/Energy, if your concern with Energy is Knockback, honestly, you'll learn to manage, it isn't too bad anyways, and, frankly, it is a heck of an asset. I five slot both Sniper Blas and Power Burst with sets for recharge bonuses, then put a Force Feedback chance for recharge in both. I don't bother to put in more because you can't have many proc at once. Note, the set is good but when you have Total Focus and Power Burst the set really takes off. In play, Total Focus can defeat minions in one hit, then you get Energy Focus and can either take the damage bonus with Power Burst or use Bone Smasher with it's great additional effects like harming their regeneration. (especially if you take the Power Up bonus) My Illusion/Energy on test is nice. Not as good as my Symphony/Energy (Confounding Chant is just that good, and they need to fix Phantom Army and Phantasm - I do not understand why they are currently worse at both damage and control when compared to the Controller version. Hopefully they'll fix it.) Energy is a really really good set. Don't let knockback concern you. You will find it to be an asset, or manage it if you have to. You won't need Kb->Kd unless you want to put it in Phants. -
Focused Feedback: Dominator Illusion Control
laudwic replied to The Curator's topic in [Open Beta] Focused Feedback
More on Phantasm - I tried to check the info while playing last night, but I could not get info to work to give me stats on Phantasm Decoys. Looking at City of Data: Controller version: https://cod.uberguy.net/html/power.html?power=pets.decoyphantasm.energy_torrent&at=minion_pets 58.7244 Damage (all heals back) but 13.33 Mag 4 Taunt Dominator Version https://cod.uberguy.net/html/power.html?power=pets.decoyphantasm_dominator.energy_torrent&at=minion_pets 58.744 Damage (all heals back - same damage, improvement but Dominators should still have higher damage than controllers) 60% chance of a Mag 6.231 Knockback So the difference is Controllers get 100% chance of great mitigation (wasting attacks on something immune) and Dominators get 40% chance of no mitigation and 60% chance of one of the most hated mitigation (admittedly you can get a knockback to knockdown enhancement but that costs inf AND you lose one of your limited enhancement slots.) Dominators are damage focused, their version of illusion, especially on the two pet powers should not do inferior damage when compared to the controller version. Especially when the controller version also is vastly superior in its control ability by having Mag 4 taunts with high duration compared to mag 3 sleep, Mag 2 stun (in PA only) or knockback (Phant and PA)(yes, some other minor secondary enhancements that are negligible value, if your not dedicated sapper, minor end drain is meaningless. Minor slow for six seconds also pales in comparison to the mitigation of a 25 second mag 4 taunt to invulnerable pets. Plus, pets will knock other out of sleep that that isn't a big deal and these things are like a pickup group as you don't know what power they are going to use and they will not work together to do things like stack stuns.) -
Focused Feedback: Dominator Illusion Control
laudwic replied to The Curator's topic in [Open Beta] Focused Feedback
One other idea, and this is for the future as I do not want to delay the set but really thinking about how Flash and Gleam are thematically so close and please excuse my programing ignorance. Would it be possible with Gleam to keep the power mechanically the same (damage should still be higher) but instead of the stun animation (still the same stun power and same basic effect) on the enemies have them do random dance emotes that are already in the game instead of the stun emotes? Add in a disco ball during the duration. Instead of another flash, you are, essentially doing (copywrited name) Irresistible Dance. Instead of Gleam call it Dance, Disco, or Rave. Just an idea, thanks for all you do. -
Focused Feedback: Dominator Illusion Control
laudwic replied to The Curator's topic in [Open Beta] Focused Feedback
No taunt on the ranged attacks but maybe a lower magnitude (as compared to controller) taunt on the melee attacks?