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Arbegla

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Everything posted by Arbegla

  1. With the change to the Protector bots not needing to bubble everyone all the time, I'll be surprised to see how they perform now. Especially Because the Protector bots have one of the better AoE powers (the Photon Grenade, with its stun)
  2. Now that the devoured creatures correctly summon 'The Swarm' can we get a 'Bug Zapper' badge for killing them? Pretty please?
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  3. Call me crazy, but the set was on the public test server for almost a month. And that's after the closed beta, which this game has always had as a "secret testing group" because some things get changed around a lot in closed beta, and exposing that to the public would cause undo stress in an entirely volunteer dev team.
  4. Question regarding Longbow as it relates to the Flashback version of the LRSF. Longbow got some new minion/LT options, due to the Praetorian war (Mobs like the Mender from the Praetorian Clockwork, and IDF units that swapped sides) Will those be reverted back during the flashback options, or is not a possible change?
  5. I honestly thought that Brutes only have a high Damage cap, because of Fury. Once you take Fury out of the equation (and the ability to get close to +200% damage from it) brutes Damage cap is only 500%, which is the same as everyone else. Granted, it used to be higher (wasn't the cap closer to 800% before? Giving brutes an extra 100% above other ATs once you factor out Fury?)
  6. Now do this every level 😉
  7. This is why I focus all my numbers attention on 1 character. I'll have 1 super overpowered, never able to die character that I will play when I really want to feel like hero. Other then that 1 character, I'll get a goal in mind, and throw together a build that meets that goal. Sometimes I have room for the 'common' powers like hasten, combat jumping, leadership, etc, and sometimes I don't. I've even started playing with the Origin power pools, because some of them meet my concept more than others. Yes, softcapped defense can change the game completely, but there are plenty of other means to play and enjoy this game too, even if you're intentionally using Rise of the Phoenix in your attack chain, because face planting is part of your playstyle. It's not like death is really an issue here.
  8. I second, third, and fourth this idea. If there was a way to tell the difference between the various mez'es that would be even better, as some mez'es (sleep, and fear specifically) don't require a full Clear Mind to remove, just a heal.
  9. If you really want to go for countering Tsoo, I would go Rad or Dark. Theme wise its almost the exact opposite of what Tsoo represent, so its a good enemy of sorts to use. Tsoo seem to value Spirituality and Life power, especially with their 'tattoos give us power!' angle, so going Rad or Dark with a recoloring could be a good nemesis. And both secondaries pair well with Ninjas.
  10. I realize how it can be taken that way yes. But truth be told, the vocal minority are the ones wanting a higher difficulty, not the silent majority. The argument was really 'Why are we adding a hard mode if only 5% of the player base uses it' which is a valid question if you have limited resources to better the game with.
  11. Right click your pets, and 'view in combat attribute window'. Or something to that effect.
  12. So, even though we can 'interact' with the debris, its literally just all in our heads (client side), and not related to the server at all?
  13. Call me crazy, but don't the itrials award Thread and Thread components? I know that certain TFs award shard components, and of course we have the Weekly Strike Target, but I thought all of the iTrials were already converted to threads. Especially with the Dark Astoria story line?
  14. With the 'yellow' targetting that we have in Praetoria, and some other areas, it might be cool to have Warriors spawn as `yellow` mobs, instead of ones that directly attack you every time you see them. Could give more to the 'not quite an enemy, but not really an ally' vibe if you want to go in that direction.
  15. I mean, its far easier to remove something from code, then it is to add, but I do understand your point. That's part of why I said Consolidate. And just phase out the drops like we did with base salvage, so they still exist in game, but they don't actually drop anymore, and you just have a recipe to convert any existing Shard/Shard components into Threads.
  16. If you're leveling up normally, and not really paying attention to the market, the character itself will lag behind in Inf as you're doing story arcs, especially if you team. If you turn off XP so you can run all the content in a certain level range, you'll earn more than enough to hit the magic Upgrade button every 5 levels, or even more often. But you'll also be at that level for quite some time, and the extra inf you earn more than makes up for it. I'm currently doing both, I have a character I only team with my girlfriend with, and because she doesn't know the game much, neither of us are running the market, and just selling our drops as they come, and we're pretty low on inf around level 12. Enhancements are white/yellow, with some blank spots.
  17. Having been fighting the Arcana Animus a lot lately, which have propel, and throw things (including books!) at me, I can see how the clutter can be annoying. But I did think that they despawned pretty quickly, so it wasn't as much of a problem. Do the Gravity Control objects last longer?
  18. Well, since the Vet levels were introduced, Thread production has already been put into overdrive. I know you can mix and match the recipes, but I did recently have a newbie question why we have Shards and Threads and how to get more Shards, as they didn't have enough to craft their T3 at the time. The solution we came up with was just for them to use Threads, as they have plenty of those, and knew how to get more, via the Vet Levels. Farming Shards, while is pretty straight forward in the 'Just run Tasks Forces, the Weekly TF, and missions' isn't quite as easy as 'Gain some Vet levels and get all the threads you need, and/or run DA missions that give direct Thread components.'
  19. But the vocal minority is happy. So it really depends on how much you want to make the power gamers happy, vs leave things at the status quo.
  20. Another thing to consider, if you care enough, is using drops that you get while leveling up. If you fight enemies that match your origin, you can easily get most of your enhancements from drops, without having to spend a dime. Granted, I turn off XP every 5 levels so I can do all of the available content, and I try my best to do my origin first, so by the time I'm on the last contact, I have +3 SOs in everything that I don't have an IO for (I don't wanna use common IOs for a build where I plan on using Purples, but I can't slot purples until level 50)
  21. And here I am, remembering begging the devs to not nerf the ITF further, because during the beta for it, LOTS of people couldn't get past Nictus Rommy and his 3 floating buddies. It took showing that it was duo-able with a MM and a Dominator before people really started to realize you can't just jump into the fight and hope to win. The ITF was one of the first Task Forces with an actual mechanic (the three different Nictus, the mass stun on death, and ambushes) which meant you had to actually think about what to do, instead of just face roll on the keyboard and win. Oh how the times have changed.
  22. One thing to consider in the ToHit vs Accuracy argument, is how they affect the overall damage formula. HitChance = Clamp( AccMods × Clamp( BaseHitChance + ToHitMods – DefMods ) ) https://hcwiki.cityofheroes.dev/wiki/Attack_Mechanics The Clamp is between 5% and 95%, however: Because AccMods (basically any Accuracy you slot, be it from Enhancements, or set bonuses) are multiplied after your ToHitMods are calculated, Accuracy actually increases the 'floor' at which you can be debuffed. What this means, is if you're hit with a pretty large ToHit debuff or the mob has really high DefMods but you have really good Accuracy slotted, instead of having a minimum of 5% ToHit, your minimum is really 5% * AccMods. This works for enemies as well however, and mobs get AccMods from rank and level. So they could have a higher then 5% chance to hit you, even if you have softcapped defense, and there isn't anything you can really do about it, as there is no such thing as a AccMod debuff. Only ToHit debuffs.
  23. Or just give Emp/Astral merits? Those can be converted into Threads. Doesn't seem a hard thing to change, as the DA arcs have Thread Components are rewards already.
  24. You can actually double stack Acid Mortar and Triage beacon with just SOs. Both of them have near perma recharge out of the box. Once you get some good IO sets, you can actually get up to 4 acid mortars out, and perma two triage beacons. Making that much buff and debuff mobile is pretty insane really. Especially when Acid Mortar can stack on itself.
  25. Imma have to agree. Both acid mortar and triage beacon can get their recharge enhanced to the point of being double or even triple stacked.
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