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Gatling

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  1. as an FYI: It was the resolution. Bringing my resolution down stopped the horrendous bug. I may have to go down to 1080 to be fully functional (Dropped to 2k) but it did resolve mostly.
  2. That makes sense. Stuff was only working basically from 1 specific "angle" which was probably in the box of my previous resolution. I am currently running the game in 4k 😕
  3. Yeah, I don't like that it came to this. But this is also why I tend to stay away from talking publicly or being known publicly because people are... well. People.
  4. So I've come across an issue where the base editor seems to only work from 1 camera angle. I don't know if it's because I'm running the game in a new resolution or what have you, it's never been a very smooth experience. But I can't even put stuff down well within the base plot in the middle of a room. Anyone know what's going on or have any work arounds?
  5. I have been an Elec/ Blaster for years. I've never been out-end drained by anyone on a team I'm with. I Know to have end mod slotted. I have a post on Elec/En blasting in this very Forum where people kept telling me how useless elec truly is, and I found an absurdly high number of people who didn't believe me despite direct video evidence to the contrary. That being said, I'm just running theories as I haven't had proper time to test all the nuances. But I'm usually not that far off base when I run ideas. I am going to give it a try but to CoH's credit Different Powersets on AV's have very different results. Some AV's have Buffs that remove or reduce End drains effectiveness, and a blanket buff to an AV's End generation seems unreasonable when coupled with the added ability to still attack despite having no endurance. Edit: Just tried to take Malaise at +4 AV. His End regen was unstoppable and I got 1 shocked off after an AIM+BU+PB Thunderous. Then Never got his end low enough again. So yeah, even with Malaise being a bad match up, he was not drainable solo, as I said. Edit 2: Even going all out the "shocked" was only available after a full power Thunderous and a Ton of Purples. So basically, completely shut down with seeing no true benefit from the shocked status effect. Do you have another AV I should try ? Perhaps an AV that used to be drain-able before?
  6. Looking over the AV and GM Endurance changes. I am thinking "Shocked" vs a target that is an AV/GM is gonna be next to impossible in a single person as Elec group. Which is ultimately lowering the Builds DPS vs AV's / GM's. Which takes me back to my unease with lowering AIM's Damage scaling. If you won't see shocked vs Most High level content (AV's Some EB's and GM's) you are just doing less damage period.
  7. It was already hard enough to end drain some AV's (Some literally not possible to end drain) I don't think the endurance changes to AV's were necessary. Especially if they were going to give them Moves that can use while drained anyway.
  8. Well, yeah. I focus on sapping myself. My playstyle is usually Either open with thunderous or Short circuit. So the change to SHOCK is superb for Solo/SMALL groups. It will see a great boon in over-all dps. I guess in the end I was hoping for something from TC and VS that I don't really want to u se in the end anyway, my playstyle got buffed so I should be happy.
  9. Yeah, probably activation time is right. I think activation time could play a big factor. If it came out really fast then it would be a little more negligible. Also Tough is only smashing/lethal so that's only applicable in some cases. However Tough does save me more often than I care to admit. Maybe if you have BOTH VS and TC it works out better in the long run, but I can't imagine surviving without both tough and weave as I do now. Especially since weave uses global recharge, which adds a lot of oomph to my build.
  10. I think you're taking my arguments in bad faith here. I AM looking at it from a min-max perspective, but also from the idea that the AT could benefit from something more direct in general due to how efficient teams / people tend to run. The player won't get use/enjoyment out of it. Which affects everyone trying to play the power set, not just "Min maxers". I'm not some elitist, I'm just running numbers in my head. For other AT's the idea seems pretty good. Like Sentinel or Defender, but as a Blaster I'm not seeing the benefit. I could be wrong of course, but as of right now? Not sure. Edit: It's also going to take a long time to test/feel it out vs my current build.
  11. No. I'm saying that the powers offered aren't useful for the archetype because the time it takes to use them would be better spent killing or surviving. Tough and Weave are just an example of dropping survivability in order to "Increase dps" but the result would be that I would DIE instead. Thus NOT increasing DPS. Or for builds that don't use that, the time it takes to cast Tesla Cage and then AOE off of it, is already enough time to have cast another AOE to fully end drain the group or Kill them. Edit: I did see the expanded Difficulty (can't figure out/remember how to quote after already posting). It's currently only on 1 mission right? I can see the changes working nicely there for it, but A whole build for 1 mission (until its rolled out to everything?) Seems like a bit of stretch. But unless I missed a change on how Tesla cage is cast/works I just am not seeing the benefit right now.
  12. That makes it even worse. In Teams I probably get 2, shots off before it's clear 3 if I'm lucky. And if I open up with Thunderous, I've probably cleared 90% of the group already with the 1 shot. Add onto the fact the shocked status is end-drain amount based it will not be benefitting me in most team fight situations. So over-all we're looking at a damage loss of 8% from AIM nerf when you would have used AIM. And not much of a performance difference otherwise. There will always be exceptions to this rule depending on team composition but largely Teams are buttery smooth for everyone involved. Unless they begin making +4 enemies and lieutenant and up instead of minions, a lot of these bonuses won't play out that great. Edit: In teams of multiple end drainers these bonuses would be really really great, but over-all enemies wont be alive to really set up a Tesla cage node to AOE off of.
  13. I understand the THEORY. But Why would I use it when everything is dead? Really. Testing the shock changes in the new Cimerora as a 50 vs 54's. If I was to drop Weave/Tough I'd have died before I got the AOE's off. So in theory its more DPS but it isn't if I'm dead, or if the enemy is already dead. Also, how strong is the AOE Drain effect vs 54's with the arc? I still can't 1 drain 54's with Short circuit with the changes to AIM Plus I'm /energy which should be end drain at its strongest. But instead They still have enough End to get 1-2 attacks off. I don't think the Arc lightning of tesla cage would save me or make a difference.
  14. As an Elec/En Blaster. I feared this day a lot. I know Elec/ suffers a bit when paired outside of /energy, but with it, it's a great power set. I appreciate the apparent boosts to End draining across the set However, Tesla Cage and VS was always a non-choice. Tesla Cage is a waste of time (for Blasters) when it's better to directly End drain. And VS was a low damage power that you couldn't really control. What do other elec/ Blasters think of this? I really don't think Tesla or VS is helping Elec/ Blasters at all as it is but these changes also don't seem useful for Elec/ Blasters either as it will remove other choices/utility to make room for it. Dropping Tough/Weave to make room for Chain damage doesn't seem worth the animation time (as a blaster). My entire goal is to End drain the group to 0 immediately, why would I then tesla cage anyone? Edit: Forgot to say, Shocked seems like a great way to bring Elec damage more in line with powers like Fire Blast (Which has a DPS proc too) Edit with a copy across: Not sure how I feel about losing the damage on Aim. 12.5% damage loss and 10% to-hit loss kinda hurts and isn't really made up for.
  15. Great question! My answer is Yes and No. For all intents and purposes, a big part of the replayability of COH are the maps that randomly generate. You can't always predict how things will work and go. This means going through missions is more or less unpredictable. That being said, there are ways to create realistic, randomly generated modular maps. And while it would INITIALLY be a lot of work, it would work out into a really customisable and similar experience. First you'd need to generate a floor plan, and a way to lock those floorplans into routes. Then while the building is in itself realistic, the general method that plays out would be similar to the Current CoH experience. This also offers opportunities, because then the player could also KNOW that there are Rooms or halls or doors beyond certain locations, allowing the missions to design bonuses for accessing or deviating from the Locked routes. Also those officers/modules would be able to be changed/randomised into different themes to suit the missions. ANOTHER benefit of more realistic floor plans can accommodate more realistic mission maps and structure like Entering into a building from outside onto the floor you need (Like the AE building). Flight? Indoors? How about flying directly to the top floor. etc.
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