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Disruptor

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Everything posted by Disruptor

  1. Ignite has numerous applications. You can ignite where you are standing to deter enemies attacking you in melee range. You can use immob, caltrops or holds to Ignite single or multiple mobs. Ignite is really good in long stationary fights. Its one of the few powers that can be placed strategically. Something doesn't have to be optimal to be fun. I'd rather leave Ignite as is than replace it with another standard and frankly boring single target attack. There is something to be said for the people that play and love sets prior to receiving reworks or significant buffs. Replacing Ignite just makes AR more similar to other blast sets. In fact I'm of the opinion replacing Beanbag with Aim is quite lazy, instead of buffing or reworking Beanbag you're just homogenizing the set to be like all the others. AR is my favorite blast set, most of my Defenders, Corrs, Blasters are Assault Rifle. The set has issues but its never been unplayable, in the past when I asked for buffs or help I never considered removing Ignite.
  2. Honestly I think most vets are of the same opinion. Back when CoV and the pvp zones first launched I really liked PvP but I believe a lot of it had to do with the times and not having good comparisons, for example CoH was my first MMO so thats the only pvp I knew then. Once I took a break and played other games with pvp I quickly realized those games especially the pvp centric ones just do pvp a whole lot better when its the focus and not a add-on or gimmick. IDK how DCUO is viewed around here, probably poorly but they absolutely did PVP better. GW2 and WoW also do PvP much better than CoH/V.... its just always been that way because Coh/v never had a proper PvP Dev team and the pvp population never really warranted unfortunately. CoH is a pve, player fantasy, driven mmorpg. Biggest selling point is character customization, super heroes...pvp isnt its strong suite, def one of the weakest parts. Although some of my favorite memories and most fun was pvping in Sirens Call especially prior to issue 13.
  3. Disruptor

    Epidemiologist

    its most likely Grey Matter edit: it was him, I went to the location in ASN and got it, thx.
  4. Disruptor

    Epidemiologist

    I'm 8/9 on this badge and no clue who I'm missing. I've done Graveyard, DFB, Posi 1 and Posi 2. 😢
  5. This reminds me back when Going Rogue was first announced my friend and I who had stopped playing came up with toon names and builds with the idea of leveling to max purely on gold side, it wasn't until we learned it was only 1-20 and that we gave up on that idea. We were both going to run Duel Pistol Corrs
  6. Yea after learning about the Caltrops from Flea, I stopped using them today against GM/AVs and still noticed they were running.
  7. So thats why they run so much against my toons. Do you suppose its not worth using Caltrops against AV/GMs as a Traps character who wants them to stay near poison trap and acid mortar?
  8. Talkin' Sorcery, Experimentation, Force of Will, Gadgetry and Utility Belt. Feel free to add your thoughts. I'm not 100% but I kinda remember Sorcery being available on Live, correct me if I'm wrong. That said I'm nearly certain we never saw the other four pools before the game shutdown. And I know Sorcery has been slightly reworked on HC which was welcomed. Also I kinda of remember Gadgetry and Utility Belt being available on HC when it first launched. Am curious are these being reworked? If I'm being honest Gadgetry was a bit underwhelming, it had blast drone and drone barrage but they weren't drones at all their animations were just energy blast-like animations from your hands. These attacks did do -Regen. I thought Force Barrier from gadgetry was interesting and it had Jetpack w/ Turbo Boost as travel but feel like there is a lot of overlap between this and Fly, curious how they could make Jetpack more unique. Maybe it could leave a small burn trail when activated near the ground or it deals damage over time in a cone behind you? IDK just spitballing. Utility Belt and Gadget both had a web nade-like move in Bolas & Nanonet, def think if both these pools were to return one of these moves could be changed a bit as they are nearly identical. Flying Strike was a charge/teleport aoe move from Utility Belt which I dont really understand how its "utility belt" related other than Batman has a utility belt and he does a similar move. I understand why Utility Belt and Gadget arnt currently available, specifically Gadgetry felt unfinished when I played it. And as someone who loves gadgets/tech/trap type characters I was pretty underwhelmed as a whole with both UB & Gadgetry. On another note, you can only have one of these pools at a time on HC but I am not so sure thats how it is/was on other servers. Maybe I'm misremembering but I coulda sworn I played a char w/ all four except Sorcery somewhere. Specifically for silly fun I took Life Support System, Force Barrier, Adrenal Booster and Unleash Potential but it was at a huge cost of other pools and power choices I really like Experimentation Pool especially the animations on Experimental Injection, Corrosive Vial and Adrenal Booster.
  9. I was playing Moonbreaker a new digital miniatures game from Unknown Worlds (Subnautica & Natural Selection I & II) and before that MultiVersus a f2p platform fighter from new dev playerfirstgames but I burnt myself out on them. Ended up getting back into CoH heavily for the time being.
  10. I really like the synergy between boxing and kick. What I dislike about the synergy in Medicine pool is you're required to go deep into the pool for Field Medic to get the synergies. I often feel it isnt worth to take field medic to get the synergies for aid other/aid self. I would much prefer if you take aid other + aid self they each get a bonus. Alternatively give more incentive to take Field Medic, my first reaction is to make FM give Injection and Resuscitate bonuses as well. Example Field Medic would remove the interrupt from Resuscitate an add small endurance (20%?) when revived. Injection would get a run speed buff for allies and ms slow for enemies.
  11. yea im aware, playing older issues is likely never going to happen. i was mostly joking although i genuinely do want to play i1 as it once was, i believe I joined the issue they added Hollows either i2 or i3
  12. Before IO's, Set Bonuses and i13 I really enjoyed PvP especially in zones specifically Siren's Call was my absolute favorite. I could take my AR/Dev Blaster or Inv/SS Tank or Mind/FF Con or Emp and have a decently good time even though some of my toons were garbo in pvp. Used to set up a bunch of trip mines and tp foe low health villains into them down an alley in SR or run tp foe on my Super Strength Tank and hit rage, tp foe and KO blow on running enemies. Of course I had an EM/Nin stalker too, amazing times. That said I know HC has made changes to pvp, many for the better like you can make pvp chars now for free w/ accolades which is great dont get me wrong. I really have no interest in CoX pvp regardless if its i7, i10, post i13 or now.
  13. I'm not an expert in mmorpgs but CoX is one of the few where pvp and pve function very differently, I recently watched a video from a mmo dev who said this is typically always bad because it requires players to learn separate mechanics and gameplay. An example they used was as simple as a stun being 4.5 seconds in pve but being 1.5 seconds in pvp. I really liked pvp in coh during the early days esp when cov launched, I had tons of fun but Ive since played a lot of other pvp games and IMO coh pvp is not good or fun and poorly designed. Of course fun is subjective but I dont know if you will find anyone that objectively says coh pvp is well designed or "good" in terms of quality gameplay.
  14. What they should really do is create Classic CoH like Classic WoW and have a Issue 1 Shard that progresses through each issue! 🤪
  15. This would potentially be cool in a sequel which is very unlikely with reworked pvp combat (w/ opt in pvp similar to War Mode in retail WoW that perhaps grants access to unique pvp powers or bonuses) but I don't think it will be happening on HC ever. I've talked to a friend about open world pvp in a CoH2 where you opt in and heroes can do active pvp missions to stop villains from robbing banks in real time and villains can commit crimes. Basically like open world mayhem mission/safeguards, etc. Potentially entering buildings/instances to stop one another, there could be a GTA-like star rating for villains 1 where you could roam the city committing small crimes with little to no notice but 5 stars would make every hero in the zone aware of your presence, etc. I think null the gull, alignment stuff and the way heroes and villains access zones would need to be worked or changed. Less war walls, less separate zones more open world but I don't think any of this is ever happening.
  16. Still got a ways to go but I just hit 1000 badges on my Petless pistols/traps MM. Probably my most impressive 1k badge toon since its ya know a friggin petless mastermind.
  17. yea ill/traps is one of the strongest combos there is imo
  18. There is another server that does Knights MM already fairly well. The MM itself uses a few Axe attacks from Battle Axe. The final pet "Knight" is akin to a Broadsword/Shield Brute. The earlier pets are Archers and Men At Arms.
  19. Recharge and Procs. Specifically I think fitting 5 LOTG+Recharge into a Traps build is quite important as well as taking Hasten. Poison Trap and Acid Mortar you want up as much as possible. Triage Beacon TBH is kind of fluff but its a solid proc mule for Numina's, Miracle's, Panecea and Preventive Measure although you can be putting at least one of these in Health's default slot. I personally like the concept of TB but its performance is lackluster. On Controller I love putting 5 dmg procs + Lockdown into Poison Trap but thats only possible due to Con AT Enhancements. I run SS w/ Celerity and Stealth + Scorp Shield and try to run in an place Poison Trap first in teams followed by Acid Mortar. I try to keep FFG and SD up before a mob. Usually I can just place a Trip Mine in the middle of a mob while team has aggro. I set up binds that place Caltrops, FFG and SD at my feet (my location) so on occasion I just need to be next to my target and they will get. I have Corrosive Vial and solo I try to combo Web Nade, Caltrops, Corrosive, PT and Acid Mortar. I also find that Burnout is a decent power on Traps...Maybe your stuff is on cooldown in an important situation or maybe you made a mistake, maybe you want more traps in a big fight. I like to create the star of david w/ triage beacon. On TF where there are ambushes I try to set up in advance, if you have enough recharge you can essentially trap two areas the inc ambush and the current fight. I try to place Seeker Drones (from a distance) in a mob as the Tank is iniating. I had a Traps/BR defender that was really fun but my favorite all-time is ill/traps controller. Right now I'm playing a petless pistols/traps mm which I'm enjoying but I'd be lying if I said it was stronger than my other Traps chars.
  20. How did you get Glad matches to work? EDIT: nvm i think i figured it out
  21. I researched and tried the other ways but couldn't get them to work. For example I remember Gladiators were once a viable way to get these badges, I specifically remember using the Longbow Warden in Gladiator matches to get the healing badges on a character w/o allied heals on Live but I think Gladiators are disabled on HC. The fire stuff wouldn't work for me even if I tried resting in fly before falling. IDK if it was changed or I was doing something wrong. On Live I would just sit in the middle of a mob while inside a mission, on Live I def did the sapper method for Mez but I was too lazy to find specific Malta missions. Decided to just go with arena which I'm very familiar with arena farming, on Live I did arena farming for pvp ios (when they first launched). You can invite to arena from anywhere and join a match which is nice and easy. I've been using high damage holds w/ 3 dmg & 3 hold enhancements to work towards both mez and dmg taken. I've finished all 6 mez badges, the damage ones take more time for sure.
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