Psi-bolt
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On Live or Homecoming, the majority of status protection powers are and were toggles for both Tankers and Scrappers (And Brutes, Stalkers). Only SR, Shield and Ninjitsu have click based status protection powers. It sounds like you are asking for those powers in those power sets to be toggles. Please note that there is an end cost issue to doing that besides all the other issues that other have brought up.
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Elegant solution to buff Regen.
Psi-bolt replied to ClawsandEffect's topic in Suggestions & Feedback
Quoting myself from my own suggestion thread (with some tweaks because of feedback): -
While the new raid zone sound interesting to me and I will try that out this weekend. I just wanted to say that I have no interest in the new powerset. I find that the new powersets added in Homecoming have a "cool" factor but ultimately really don't wind up being that fun FOR ME (of course others can enjoy them and that's great). This is especially so since I like melee more than ranged in CoH. So I would really love to see more proliferations among the melee ATs. Energy Aura Tankers, Regen Tankers, Superstrength Scrappers, etc. Especially with a couple of changes to make them work for the AT. E.g. giving the Sentinel version of EA to Tankers. I might also like new melee sets, but I remember from the Assault Control discussion a line from the devs that has stuck with me. It was something along the lines that they aren't really interested in creating sets that do what other sets do already. A fine idea, but in practice, I think it's led to new powersets being somewhat clunky and more work than they are worth. The other stuff is likewise of no interest to me. I love the cosmetic options, but I'm kinda basic so I don't spend a lot of time with that system. Love the work the devs are doing, it's just this particular update doesn't have a lot I personally would like and I thus believe my feedback wouldn't be as valuable.
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This; there are people who advertise doing this for about 40 million inf last I saw. They aren't always on though. Bases are pretty easy to make though and only take about 30 minutes, but I guess if people want to pay for a generic bare bones base, I wouldn't object.
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Still can't get started on Incarnate stuff.
Psi-bolt replied to Zombra's topic in General Discussion
Just to add, Mender Ramiel explains the basics of crafting Incarnate abilities, how to obtain components for the Alpha and later slots, and the tiers of abilities. After that, the rest only take a bit of looking around the UI. Homecoming has also GREATLY simplified the process by allowing you to get Incarnate Exp from pretty much anything you do at level 50 and giving you threads and Empyrean merits as rewards for leveling up. Literally, even if you never do a single Incarnate trial, TF or story arc you could get Tier 4 in every slot just by playing the character a lot. -
OK, let's do that. Then Tankers are immortal because the very small amount of damage that gets through will be much weaker. For example, let's say you give an AV 25% irresistible damage. To avoid the one shot problem, you reduce the damage of their most powerful attack to 1000 Smashing so that the squishies without any HP buffs cannot be one-shot (although it's still close). Then let's have that same AV attack my Shield Tanker who has 2569 HP, is soft-capped to all positions and has 71% SM, LE resist. Let's give the AV a modified and hard locked to-hit of 25% so that we're also accounting for defense based mitigation. (by the way the numbers are for illustration, I didn't take the time to figure out what the exact non-resist damage and to-hit needed to be equal). The expected damage to my Tanker is 117. Of course, if the attack misses, it's 0, if the attack hits it's 468, but either way, less than 20% of her HP. Still trivial for the Tank, still deadly for the dominator. Even with a lot of irresistible damage, the HP of Tankers, almost double the ranged ATs at based, will create issues. I don't know if the status quo is the only way to solve the "problem", but I do know that trying to solve for the issue presented by Ultimo WILL create a host of new problems.
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The design is bad, but it's better than the alternative. Tankers and other like ATs that get the attention of NPCs and protect the team are an anachronistic design, but the alternative WILL lead to bad outcomes. If you reduce the melee damage of AVs so that they cannot one-shot a defender, then all the melee ATs will be immortal. Tankers, well built, pretty much are immortal now. While feeling super is great, at some point people do need there to be some tension in the game. It's really the mirror of the issue you posit. You state that there is no tension when you are one-shot. Likewise there is no tension if you can never die. You could, I suppose, lower both AV damage and Tanker survivability in equal measure, but that's easier said than done given the ability of players to mitigate in so many different ways. I could list other considerations, but that game design now provides a solution to your problem. If you want to take on an AV as a support or glass cannon AT, then you need a very well thought out plan to survive. It's possible to be sure, but you need to have a deep understanding of the mechanics. But like with most things in this game, a diverse team almost eliminates any concern here. I just did a Manticore today and my Tank could go afk in front of Hopkins and his whole spawn and come back hours later to her still standing. I disagree that AVs should not be able to one-shot players. If fact, I think it's pretty much required that they be able to do so in order to properly express the threat they are supposed to represent. We're talking about Hopkins, but the Praetorians that come later in the Incarnate Trials absolutely must be able to wreck most players for that content to even be consistent with the story.
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I will say that while I love the teleport, there's something very super-heroey about knocking 10+ guys down at PB range.
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Tested, you don't benefit from AAO unless you're at the target. There's a slight delay before the damage buff takes effect. So yes, if you want to do the most damage you should wade into the crowd and then use it. This is the same for Lightning Rod as well.
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Tin Mage TF: Use Helicopter for all mission entrances
Psi-bolt replied to Psi-bolt's topic in Suggestions & Feedback
I would be fine if they would just return all the mission doors to where they were. -
Empathy Buff: Helping Others Helps Me
Psi-bolt replied to RadiantPhoenix's topic in Suggestions & Feedback
Why would that need to happen? Itโs not a binary. Perhaps you canโt do this with AB but can with Clear Mind and Fortitude. No reduction would be necessary then unless weโre just committed to the premise that Empathy is there to mostly help others. Thatโs fine, it will just remain a niche set. -
Empathy Buff: Helping Others Helps Me
Psi-bolt replied to RadiantPhoenix's topic in Suggestions & Feedback
This is correct, but should it be so? While the ability of Empathy to just straight use its powers on the caster might be a bit too much, one thing I think the OP idea brings that is different is the idea of sharing a connection with the target. Maybe Adrenalin Boost is a bit much, but even Fortitude doesn't seem that crazy so long as it doesn't stack. I might require that this need an actual players target to work so that controllers and MMs don't just get this for free, but I hardly ever see Empathy. While the set is great, if folks don't want to play it, that suggests it could use something to make it more desirable. -
Villains seem to have it both ways, why can't we?
Psi-bolt replied to temnix's topic in Suggestions & Feedback
Or Soldiers of Arachnos who get the added benefit of always available mez protection. -
Patrol XP for Explore Badges is a Useless Bonus
Psi-bolt replied to Frozen Burn's topic in Suggestions & Feedback
I think that this change requires a change in strategy. I confess that I found myself not liking it at first for a different reason than you posit here. In my case, I often would do 2-3 zones of explore badges at time. In leveling a character after this went live, I found myself having to do one zone then burn that patrol exp, rinse and repeat. I found that this actually wasn't so bad, but it does take a shift in thinking. I also recognize that not everyone keeps map mods on and can just grab the badges without looking for them so that might guide my thinking. To sum up, I think that this change isn't bad at all, but it's different. Like the change to require 10 badges for LRT. I didn't like that because it was a change, but in the main it wasn't a big deal. I think when people get used to how explore rewards work it will become second nature.