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TheMoncrief

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Everything posted by TheMoncrief

  1. The article you linked was probably gained by dumping the default binds. Which is no longer possible.
  2. Since the Battle Axe rework, I've been looking for a character concept to use it with, and run into a problem. How am I supposed to do a lumberjack character waging his solitary crusade against the Devouring Earth tree monsters that slaughtered his family without a plaid shirt costume option? Please, can this be in the game?
  3. To be fair, some control sets have very few actual control powers. I think Illusion Control only has 4. That's still more than some Mastermind primaries have powers to slot their ATO's, and the same number as the best case Mastermind primaries. But 7-8 is not a universal rule for control sets.
  4. No they're not. They are Mastermind ATO's. Period. Any other restriction beyond what is expected from an ATO set is arbitrary. Just about the only consistent thing about ATO's is that they must slot into powers specific to that archetype rather than pool powers. Tankers and Defender mostly have to slot their ATO's in their secondaries, for example, because it would be challenging to design ATO's to fit usefully into their highly variable primary power sets. The argument that having globals that benefit pets means they shouldn't be slottable in personal attacks is silly. They benefit pets because they are Mastermind ATO's, and the Mastermind archetype was designed to focus heavily on pets. That does not mean that their ATO's should be restricted to pets. Have you seriously considered the number of globals out there that can be slotted into powers that do not benefit from the global effects at all and are not even relevant to it? Luck of the Gambler in Tough Hide? Miracle in Health? Power Transfer in Stamina? Kismet in almost any power that will take Kismet? Globals are not always relevant to the powers they slot into. That's why they're globals. As long as their restriction still requires that they slot into Mastermind powers (which my suggestion guarantees) there is nothing inappropriate about allowing Mastermind ATO's to slot into a slightly broader selection of powers.
  5. And I didn't ask to slot pet sets - Pet Damage or Recharge Intensive Pet - into Mastermind primary personal attacks. I asked for Mastermind ATO's. ATO's are slottable, generally, in whatever kind of powers are convenient for the Archetype in question. Notably, Defender ATO's don't slot in their Buff/Debuff sets (mostly), they slot in their attacks. Restricting the Mastermind ATO's to their pet powers is incredibly restrictive, especially for primaries that don't have a fourth pet power. Are Mastermind primary attacks thematic to Masterminds? Well, every single Mastermind set has three such attacks. Many Mastermind primaries only have three pet powers. The number of personal attacks in a Mastermind primary is actually more consistent than the number of pets. And Mastermind ATO's have exactly zero enhancement aspects that do not fit personal attack powers. That is actually fewer than the aspects that do not work for pet powers, since as I mentioned, pets completely ignore recharge reduction from any source, including slotted enhancements.
  6. One issue that many Masterminds will face is that keeping their henchmen alive requires finding some place to slot the many global IO's that grand defense or resistance to them. Some Mastermind sets have only 3 powers that accept these (Pet Damage and Recharge Intensive Pet) IO's, and those are the henchman powers themselves. This leaves the Mastermind in a bad situation - either give up set bonuses and effective enhancement of your henchmen, or give up the global benefits of the IO's that allow your henchmen to survive in order to be effective. Compounding the issue is that some, but not all Mastermind primaries have a fourth power that takes these sets. This allows these sets to face drastically less slotting pressure for these critical global IO's. My suggestion is simple - allow the Mastermind ATO's to be slotted in a Mastermind's primary personal attack. That would take two of the global IO's out of competition for the precious slots in the henchman powers and allow some freedom to arrange the remaining global IO's without completely crippling the effectiveness of any of the henchmen. It would also allow Masterminds to actually make use of the Recharge Reduction on the Command of the Mastermind set, which has quite a bit of it - the pets completely ignore this enhancement value, making the ATO significantly less desirable. Ultimately, this would narrow the gap between the Mastermind sets that have a fourth power that can slot the global IO's and the sets that do not. And also encourage players to actually take and slot up their personal attacks, which are often completely ignored as overpriced and ineffective.
  7. And Energy Cloak still lacks a "no transparency" cosmetic option.
  8. That's my issue. It's not a bug fix. Inasmuch as anything is definitive, the Corruptor version of the set is the definitive expression of the original developer intent for the power set. If there was a bug, it was that it was ported without alteration to Defenders. I don't *LIKE* the change, but I can accept that it was needed. But please call it what it is - a nerf. It is produced not by a programming failure to properly express design intent being fixed, but by a change in design intent. They decided that Cold Domination was too powerful and nerfed it. Nerfs happen. Players are rarely happy about them. We get over it. But misrepresenting what happened implies that there's nothing to be unhappy about and the players are being whiny cheaters having their broken stuff fixed, rather than players being unhappy about a change in the game that, however necessary, negatively affected their game play experience.
  9. I've had a long and not particularly happy relationship with Blasters since live release back in the day. My first character was an Energy/Energy Blaster who never made it much past level 20, as the frailty of the AT just meant I had no fun playing. I tried various other builds, like AR/Dev and Fire/Fire, and always bounced, right up until live shut down. Which is to say, I've tried to play Blasters for a really long time. I could never make myself keep playing one. But I'm stubborn, or perhaps merely a slow learner, so when Homecoming opened up, Blasters were once more on the menu. The first one I made was a Water/Temporal Blaster, and after various struggles, I figured some stuff out, and actually started to have fun. Sometimes, anyway. But today I finally managed to get my Blaster - still only level 39, so not even at the cap much less incarnated out or anything - to feel fun and satisfying to play consistently. Not sharing a build, it's not anything special, just trying to grab Artillery and Thunderstrike sets so my Ranged Defense is enough to keep me alive while I Hover above and wash my enemies away. But to me it feels worth celebrating that the very first AT I played when CoH first went live and have consistently found unsatisfying until today is actually enjoyable for me.
  10. I believe the version I saw was "I'm a Defender, not a kindergarten teacher." Possibly prefaced with "D***it Jim!"
  11. Demons and Thugs are... all right without an update. They're no longer the best sets by a country mile, but they're OK. Beast Mastery was a sub-par set before Mercenaries, Necromancy, and Robotics got updated, and are now by a significant margin the worst MM primary. Not as comparatively bad as Mercenaries used to be, but still the worst. Demons and Thugs really just need the update to the pet upgrade powers, but Beast Mastery kind of needs a more thorough update. Edit: And apparently Ninjas need a downgrade, as their stealth is so OP I completely forgot they existed at all. I have no idea how much they might need, but that is pretty scary.
  12. On the plus side, my last several missions have been outdoor and office maps. My Voltaic Sentinel does a much better job keeping up in those. I still wish the VS would just leash to me or port near me when I end up leaving it behind. Or just be something purely cosmetic like a Targeting Drone and fire its bolts from where I am. It's a *TOGGLE* that only cosmetically resembles a pet. It shouldn't even be possible for it to get lost or stuck.
  13. My experience was that the Protector Bots do laughable damage, and I mostly only want them for the bubbles and repair beams. The repair beams, I'm fairly sure, get upgraded with one of the pet upgrade powers, which just leaves the bubbles to bother enhancing. I otherwise mule several pet aura IO's in them, with I think a single 3 piece set bonus from one of the aura IO's. The lion's share of the damage output from the set comes from the Assault Bot anyway, and the Battle Drones do the clean up well enough by virtue of there being 3 of them. So those are the pets I bother enhancing for combat effectiveness in the form of damage dealing. Also, I think MM ATO's should be slotable in MM primary attacks as well as MM primary pet powers. That would free up some room for more useful enhancement of the henchman pets in sets that don't have something like Hell on Earth of Gang War to slot pet IO's for auras. I'm sure there's a reason it wouldn't work, but as a suggestion, I don't think it has a major downside.
  14. OK, that is horrifyingly bad RNG. You have my sympathy.
  15. I'm in a mission sequence with a lot of natural caves. Not the smooth Snake caves, the jagged ones with the enormous rooms and the narrow, twisty tunnels connecting them. So I'm definitely noticing the pathing issues more than I have in other map types - but it really is constant in those missions. And it is absolutely worse pathfinding than anything else I've seen in City of Heroes. Maybe the pathfinding isn't worse, but the tendency to get stuck permanently on a jagged bit of cave wall or a railing or whatever.
  16. Is it just me, or does the Voltaic Sentinel from Electrical Blast have abusively bad pathing? Like, I play Masterminds and Controllers fairly regularly. I'm used to pets being kind of dumb, but the Voltaic Sentinel takes it to the next level. It will get hung up on some piece of landscape geometry and just stop there. Forever. Still costing me endurance, of course, and not showing up on the map so I can't easily figure out where I would need to go to pick it up again. Even civilian escort targets keep up with me better than the Voltaic Sentinel! Do other Electrical Blast users just skip this power, or cancel the toggle and summon a new one every time the old one gets lost, or what? Also, how does Electrical Blast stack up without Voltaic Sentinel's damage contribution?
  17. Expectations. Bad PUG experiences are inevitable. Not everybody will be as good as you. Not everybody will be motivated by the same things as you. And even if they were, you'd still feel like you were the only one actually playing the way you expect, because you only have insight into one person's reality - your own. There is not and can not be any guarantee that your PUG experience will be good. In fact, there is pretty much a guarantee that at least some of them will be bad. That's what happens when you are dealing with other people. The other players are not there to make your PUG experience good. They are there to make their own PUG experiences good - and many of them will want significantly different things out of those PUG experiences than you do. Others will want the same things, but bring different skill sets to the PUG than you bring. Enjoy the good and tolerate the bad. It's all you can do.
  18. I feel like SR is much better on a Brute or Tanker, where the health pool is big enough that the scaling resists kick in while you still have enough health to take a hit or two. On a Stalker, Sentinel, or Scrapper, with their lower health pools, better to have healing and endurance clicks than scaling resists that will move you from "about to die," to "still about to die."
  19. Not sure that these specific ideas are necessarily the correct ones to address the problem, but the problem in the title is absolutely one that needs to be addressed. Mastermind pets are super squishy in any environment outside of soloing.
  20. Super Strength is pretty much the most popular melee set for AT's that can have it. By that standard, it's overrated - it is not good enough to represent that much of the total melee player base. That does not, however, mean that it is *BAD*. It's quite good. Just not as good as you'd expect from a power set that's so popular. Its popularity is largely carried by its iconic nature, as we can all think of many classic heroes who have Super Strength. I personally do not like Rage. I also do not like that Super Strength is largely balanced around Rage, which is very strong, however much I dislike it. I would love a Super Strength set balanced around getting Build Up instead of Rage. But this is all a matter of personal preference. As nearly as I can parse objective reality of the set, it's a reasonably strong set as long as you make the most of Rage, bordering on extremely strong if you are able to double-stack Rage. And Foot Stomp is amazing and incredibly satisfying.
  21. The ancestors were crazy smart. I picked up a book that I hadn't done anything with for like years... and the batteries weren't dead! It worked just as well as it did when I first bought it. I have some doubts over the security, though - even after all that time it still didn't prompt me to log in to my account.
  22. Or a Mastermind. On a Mastermind, Choking Cloud and its viny twin from Nature Affinity are incredibly potent for keeping your pets alove. I can't argue with the assessment that on Defenders (and probably Corruptors) they are absolute skips. A lot of endurance spent for not much benefit.
  23. There is some merit to this position. On the other hand, a Blaster who does not use the damaging and support powers from its secondary power set is significantly less damaging than a Blaster who does use them. Sentinels generally have little or no damage or support powers in their secondary power set - it's all or nearly all self protection. Also, Blasters are most desired for their sick AoE damage, and Sentinels... don't get that. Their AoE caps are consistently lower than Blasters, and while their nukes recharge quickly, they also don't hit nearly as hard. So even if the damage numbers on Sentinel Blast sets were the same as what Blasters get, they'd still be less damaging than Blasters in the case where people actually want Blasters. I personally consider Sentinels fun to play solo or on small teams, functioning mostly as ranged Scrappers more than anything else. For a Blaster, a larger team is where I want to play. But the AT is certainly not bad enough to merit all the trash talk. That's the nature of trash talk - somebody has to be the least popular or powerful or whatever, and human nature means everybody else is going to dogpile on that somebody.
  24. Yeah, that's not working for me either. Clicking a link gets an invalid invite error. I can only join a server with an actual invite code I can put into the Discord app. This is not limited to Homecoming, it is the case for every Discord I've tried to join since... well, a long time ago. I'm not the OP, I just have the same problem they do.
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