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TheMoncrief

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Posts posted by TheMoncrief

  1. 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.

  2. On 2/26/2024 at 9:14 AM, WumpusRat said:

    Hm. Could have sworn the drones triggered procs. I might be thinking of another power though, it's been quite a while since I played any of my /traps builds. Just popped onto my bot/traps to check though, and you're right.

     

    And if you're really trying to squeeze a couple extra points of defense out, then sure, though it's not really necessary depending on your build. And with bots/trap not having any extra pet power to stick the auras in, if you want all 6 you're only working with 4 slots per pet. Adding a +def IO into the prot bots means they're going to be at 3 slots, which is going to seriously cut into their damage output, accuracy, and end management.

     

    With my build, between the prot bot shields, scorpion shield, FFG, maneuvers, CJ, weave, and various IO/set bonuses my bot/trap MM is sitting at around 55% ranged/melee/aoe def, 75% smash/lethal def, 67% energy def. Toxic/psionic def are her weaknesses, but not many things are PURELY psi/toxic attack without having a ranged/melee/aoe component as well. The bots are at 43% range/melee and 57% aoe def. So not quite soft-capped, but even losing some bots to incarnate stuff I have enough personal def to get them back up and into the fight without getting shredded.

     

    I kind of built her to be extremely durable though, so YMMV depending on builds. 🙂

     

    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.

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  3. 36 minutes ago, Wolfboy1 said:

    Also, i have only ever received one purple recipe in my 8+ years of playing.  RNG is my bane and I want to murder it with every fiber of my being.

     

    OK, that is horrifyingly bad RNG. You have my sympathy.

  4. 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.

  5. 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?

  6. 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.

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  7. 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."

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  8. 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.

  9. 27 minutes ago, Hjarki said:

    Once you brush off all the dust, they still work for us just like they did for our ancestors.

     

    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.

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  10. On 11/13/2023 at 9:24 AM, Without_Pause said:

    One of the cases where this is different if you are playing a Controller. 

     

    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.

  11. 16 hours ago, drbuzzard said:

    A thought in general however, if sentinels were any closer to blasters in damage, there'd be little reason to put up with being a glass cannon. The main place where things end up blurring is because IOs make it easy to make yourself more sturdy, but don't necessarily pump damage as hard (I don't want to step into the proc swamp here). 

     

    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.

  12. 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.

  13. On 2/7/2024 at 2:06 PM, Gobbledigook said:

    Elbow strike does not seem fitting for Arsenal Assault. Maybe for street fighting or Martial arts but not Weaponry. Could you not change that in some way? Brass knuckle strike maybe and use punch animation? At least that is a weapon and not a body part.

     

    Arsenal must mean something different to you than what i think it is.

     

     

     

    I believe a Bayonet strike was suggested earlier in the thread. I haven't read the entire thread closely, though, so if there's a reason it was skipped (like no appropriate animations or something) my apologies.

     

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  14. On 1/29/2024 at 9:13 PM, biostem said:

    Why do people seem to keep posting about how they want to make CoH less CoH-like?  Clean up the existing textures and maybe spend that limited dev time on things like more powersets, more customization, and so on, instead...

     

    If the devs had ample time and resources, sure, I'd like to see the game made a little prettier. Or a lot prettier. But yeah, I'm not eager to see the very limited resources available for continuing development of this beloved game spent on a quixotic quest to upgrade to a more modern engine.

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  15. On your road to 50, Entangling Aura will be a game changer. It will change big groups of enemies from dangers into free targets for your pets. Once you get it, until you start doing Incarnate content, you will face very few encounters that seriously threaten you.

     

    AoE for the pets is... laughably bad, but the single target damage is enough to rip through spawns quickly enough.

     

    Other than Entangling Aura, the click buffs will be the most significant secondary powers. They'll make your pets truly fearsome, and respectably tough for MM pets.

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  16. Redside content kind of lacks on the villainy front in several ways.

     

    First, you're mostly just a flunky, doing what you're told. Sure, you sometimes get the option to double-cross your contact, but you're never *REALLY* in command of your own destiny, even after Lord Recluse acknowledges you as a true villain. You still just do what you're told. There are few missions that feel like real schemes to dominate the world, or even a portion of it. Not even just get filthy rich. You just go find somebody who did the real villainous part and do what he tells you to do. That works for heroes, because heroism is a fundamentally reactive endeavor. You're not there to pursue your agenda, you're there as a hero to stop the bad guys from ruining everything in the pursuit of *THEIR* agendas.

     

    Second, it was all developed in the mindset of "The villains aren't allowed to win." Any *TRULY* grandiose villainous scheme is destined to fail. So you may kidnap a few victims to deliver to Vahz for pocket change, but you're not going to blow up city hall or hijack a Rikti ship to do an Independence Day on any target anybody has actually seen. You won't lure Praetorian Hamidon into Primal Paragon City to distract all the heroes while you steal all the tech from Portal Corp. Even if you try, you'll fail, because the status quo must always be maintained. And maintaining the status quo is what heroes do. Villains are agents of change, and change is forbidden.

  17. Plastic Man, Mr. Fantastic, the Elongated Man, any other stretching character - no stretching power set.

     

    Beast Boy or any other shapeshifting character - shapeshifting is strictly limited, basically only Kheldians who don't match pretty much any comic book character.

     

    Ant Man, Atom, Tom Thumb, Giant Man, Mount Lady, any other size changer - no growth or shrinking powers.

     

    Flash, Quicksilver, any other speedster - the Speed pool doesn't include hardly any of the powers that comic book speedsters typically have, many of which would be completely game breaking anyway. Like time travel, phasing through solid objects, travel to other dimensions, and the like.

     

    Iron Man, Reed Richards, any other genius inventor - inventors are mostly strong because of their ability to constantly change their powers to something often completely different and specialized against a particular foe. Thus, they really won't work in a game where you need to commit to limited power sets at character creation.

     

    Doctor Strange, Doctor Fate, any other powerful mage - See inventors. Mages gain and lose powers to match the plot of the comic book they're in, doesn't fit a game like CoH.

     

  18. Is there an interface setting or such that will allow me to display my own pet's health bar while I am playing solo? I'd like to see when my Phantasm is nearly dead (depressingly common) so I can heal him or (more likely) prepare to summon his replacement.

     

    Thanks!

  19. On 1/20/2024 at 10:25 PM, megaericzero said:

    On a more serious note: no desire to name the set Rifle Assault since it's (I assume) the thematic-relative to the Assault Rifle blast set?

     

    Not that there's anything wrong with the set name and I'm guessing it's meant to line-up with Arsenal Control in the set listing.

     

    I'd have gone with Military Assault or some such. I'd also have put in a bayonet attack instead of the punch. But it still seems like an interesting set, in spite of the inevitable juvenile jokes.

    • Like 1
  20. 41 minutes ago, arcane said:

    Development should never design powers assuming players will use binds/macros.

     

    Both implementations are perfectly usable without any binds or macros. Both have faults. One implementation has faults that can be addressed, by players who care about them, through a bind or macro. The other has faults that cannot be addressed by players at all.

     

    If targeting-radar made the power unusable, or absurdly hard to use, I might support converting it to an enemy-targeting power. Because you should not be required to use a bind or macro to use a power at all. That's the problem I've always had with the Teleport movement power. But it is a matter of convenience, not necessity, and enabling players to not have to bother customizing their UI to suit their needs. And I don't support that over a matter of convenience, when it is a change that would make life materially worse for people who actually like the powers as they function now.

     

    The desire of one player to be lazy should never trump the desire of another player to have control over the way his power works.

     

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  21. 14 hours ago, tidge said:

    I also vote against Masterminds as a starter AT. They are not hard to solo with, but it is very easy to make a LOT of mistakes with them and the Endurance tax will not give a new player an idea of the different things a player can do with a primary and secondary.

     

    I'd also not recommend Brutes. The Fury mechanic is going to have a little learning curve, and (my opinion, YMMV) it is easy for new/solo Brute players to learn the wrong sort of lessons for team play.

     

    My recommendation would be Sentinel, because the secondaries are different, and can be somewhat forgiving. The Primaries will have enough going on to learn the ropes of them. I'd then opt for either a Scrapper or Stalker, with the latter if you want to quickly get a feel for being "sneaky" in missions.

     

     

    I have to disagree on your take on Brutes, especially when you recommend Stalkers over them.

     

    Brutes play solo mostly the way they play in teams - get there in the thick of combat, get all the enemies attacking you while you attack them to build up Fury and do even more damage. It can lead to pacing issues, endurance management issues, and aggro tug-of-war when you have multiple Brutes and Tankers in a team, but the first two are universal to every AT in the game.

     

    Stalkers, on the other hand, are encouraged to use the Hide and Assassinate style, even though it is often not even preferred for solo content and is almost never applicable in teams. They don't actually play the way you'd expect them to play from the description. It is far more likely for a Stalker player to learn the wrong lessons from solo play that will hinder their ability to integrate into teams. And they're also likely to learn the wrong lessons from solo play about how they should be optimally playing solo. They're not a bad AT by any stretch of the imagination, but they suffer from a dissonance between the AT fantasy and the AT reality that Brutes don't really suffer.

     

  22. 20 minutes ago, arcane said:

    Some players don’t like to need custom binds/macros. 

    And some players would tell them to learn to use the tools they have, because at least *THEIR* problem can be (mostly) solved with the tools they don't want to use. There is no equivalent solution to convert powers like Feral Charge into location-targeted powers with a targeting radar for people who like the targeting radar.

     

    Exchanging a problem that has a solution some people don't feel like using for a problem that cannot be solved by any tools currently in the game is not an intelligent choice for the devs to make.

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  23. 9 hours ago, SupaFreak said:

    Just curious if others would prefer the "teleport to target" abilty of Feral Charge on these attacks as I would OR if people really dig that targeting radar.  

    I'll stick with the targeting radar, at least for AoE attacks. It gives me some versatility if I ever want to target to someplace where there's  nobody to attack, and I'm comfortable enough with macros to make them function as enemy-targeted teleport attacks if I want to.

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