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eiynp

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Everything posted by eiynp

  1. No, I'd just like it patched into my powerset thanks, people shouldn't have to build a particular way to get the abilities they want. I was being facetious to highlight how absurd and unnecessary this change is, I don't actually want a buff of any description. Nevertheless, it's no more silly than "I want access to some ability but I don't want to build for it so let's just change it so everyone gets that ability for no effort". People high fiving each other over how great a change which actively removes flavour from the game will be, while ignoring how it affects balance between ATs and sets all ATs on a path to total blandness because it benefits them personally, is kinda sickening. I mean, 'a path to total blandness?' Because you no longer need to take tactics to get instant snipe? cmon man it doesn't take "effort" to slot tactics and a kismet IO. It takes some esoteric game knowledge, that's all. The functionality of the build you're running won't change at all but the change is bad because... it'll remove the 'flavor' of having to put three slots in tactics?
  2. if you want an aoe hold you'll have to reroll /plant but anyway, targeting drone will still work? It'll still buff tohit and increase the damage of your snipe in any event, "someone else is getting buffed so I am also owed a buff' is a silly way to think about design
  3. sometimes when an individual or a small group of people have been looking at something for a long time it can seem 'right' just because that's how it's always been, and it takes new or more perspectives to reveal how silly it actually is this is the current situation with instant snipes; it's achievable via fairly arcane in-game knowledge and specific slotting; I honestly don't know how the lay player would ever even figure it out without going to a forum/discord and getting specific instructions. Of course, the people playing in the 'secret' server environment weren't lay players, they were people (presumably) with a pretty high level understanding of game mechanics. So maybe something like the 22% tohit slotting seemed fine to them, even though it's ultimately pretty silly. it'd be different if it were something like perma-dom, where there's a great many different combinations of sets you can use to achieve it. If a lot of different sets had tohit bonuses that you could build toward 22% with (or if tohit and accuracy were just the same stat), maybe that'd be a better approach than just making the instant behavior baseline. That's not the case with instant snipes though; there's pretty much only one way to get the necessary +tohit for the large majority of ATs; there's no skill involved, you just ape the kismet/tactics slotting that got mathed out ages ago.
  4. IMO at least, the real issue is judgment powers. I wasn’t really playing much anymore by the time they came out on live so I dunno how common they were, but on HC they’re basically free and an 8 man team can fire one per spawn pretty easily, usually along with some nuke power, elec/shield, etc.
  5. tbh if you wanna spend a lot of time playing at endgame/50, you should just roll a dps/buff character (blaster, ruptor, fort/widow, scrapper, etc) and embrace the faceroll. On a team full of built out 50s stuff dies too fast in the furball of nukes and judgment powers for controllers, tanks and even sometimes brutes to feel very useful, and in incarnate content a lot of things are resistant or functionally immune to most controls. If you wanna play a 'traditional' sort of controller imo the best thing is to tune an IO build for the 20-40 range, and just exemplar within that. At those levels the buff/control gameplay that was popular on live remains quite useful. I have a fire/time that I like quite a bit, but I learned after a couple frustrating level 50 TFs that there's just no reason to play it in that environment, other than to be a buffbot with the secondary. It kinda sucks, but that's just what the game is.
  6. The short answer is, it was never finished. It'd been announced and there was some data in the game files, but some of the powers are placeholders and there are no animations. You can pull it up in Titan Icon and have a look at the state of it, if you want.
  7. it would be easier to just send whatever IOs you want to convert to that character until you use up the extra converters.
  8. my assumption is that attuned IOs can convert within their entire scaling level range, as opposed to converting at the specific level of the IO. rarity shouldn't change, since that doesn't depend on level at all
  9. the main change was getting travel powers at level 4/6, and/or access to ninja run hollows was hard/"dangerous" back in the day because the only way to get across it for most players was to either sprint your way across, or hope for the beneficence of a taxibot. It was a fun time back in the day but I did it the other day on an alt for nostalgia, and aside from the frostfire mission it's pretty dull.
  10. iirc they eventually realized that animation time was important and balanced around it, they just never went back and redid animation times (other than removing redraw)
  11. astral merits aren't really useful for anything, considering how rapidly you get threads on homecoming. Just convert'em into regular merits to use on converters or whatever else. you will want to save your emp merits to buy the rare/very rare incarnate crafting bits though, cause otherwise those cost a lot of time/inf. you can still get hero/villain merits, but they are no longer really used for anything except mailing merits between characters if you want to do that for some reason (easier to send one H-merit than 50 regular ones)
  12. Imo it’s good to at least put a message in lfg chat saying you filled; often people who ask for an invite are delaying other things while waiting for a response.
  13. kallisti wharf seems like the obvious place!
  14. doms have a whole powerset devoted to dealing damage my dude, lord forbid I try to do a good job of it but hey by all means, continue throwing shade as a method of argumentation rather than provide anything whatsoever substantive
  15. you'd look better in these discussions if you didn't start from the premise that nobody else knows what they're talking about you like the current snipe behavior better than the proposed changes; that's fine. You like snipe doing big damage when you choose to press it, also fine. But the claim that these changes are a big dps loss is just incorrect. It may (and I stress *may*) be a small loss for high-recharge builds that were already using instant snipe, depending on the power set, amount of recharge, whether they're in melee, and so on. It is a dps gain for anyone without 150%+ recharge and anyone who wasn't already built/slotted for perma-instant snipe, nevermind for people out there leveling, otherwise doing lowbie things, or just not driving a high-end IO build.
  16. yes, can't imagine why I'd want a second blaze, lol on my dom (~170% global) snipe currently recharges in 6.5 or so seconds. When the base recharge goes from 20s to 12s it will instead recharge in about 4s (napkin math.) It will do a third less damage... but I'll be able to use it about 30% more often, making it a much more prominent part of my attack chain. It will be a small dps loss, and will allow me to remove the weird +tohit slotting necessary to make it perma-instant. It's fine to say that you prefer a big snipe, or that a big snipe is a good thing for some particular gameplay reason, but that's rather a different claim than "it's a big dps loss for all doms"
  17. We may disagree, but I get Mezmera's dislike. For Mezmera, the new insta-snipe conditions actually cost a good bit of DPS. For me, who doesn't take the power at all, it's only an increase. Both are valid positions I think for very different build styles. it isn't really that much dps, though; even if we ignore damage gained from extra available slots and/or assume that you will stick to your +tohit slotting, the buffed recharge time is a big deal. It's going to let you spend a much larger portion of your attack chain using a higher-dpa power (snipe) than you did previously. Individual snipes will obviously do less damage, but your attack chain will include many more of them. This only winds up being a big loss if you already had a chain that specifically needed a snipe every 8-10s to fill a gap and was already fully occupied by higher-dpa powers (fire with incinerate/blaze, maybe?) I haven't done a deep dive into what my dom's new attack chain will look like but I'm pretty confident I won't take that big a dps hit, especially if I'm not in melee. Being able to replace your weakest attack with snipe more often is a big gain
  18. buying lifetime subs at all has always been :-X
  19. I really just cannot understand why people would oppose this change; like, people dislike the idea that they won't have to take tactics anymore? That kismet acc IO will have gone to waste? even for dominators, the relatively small dps haircut is probably worth reclaiming the slots/powers devoted to making snipes instant
  20. I dunno who you're going to for advice OP, but the advice I see repeated constantly is 1) craft level 25 IOs at 22 2) use those till 50 3) never slot more than three of a type I can't remember that I've ever seen anyone in help chat, the discord, etc suggest any of the crazy stuff people posting here (five IOs of a type? what?) ed: oh, I see. The 'rule of five' doesn't refer to individual IOs, it refers to the restrictions on similar set bonuses (i.e. you can only have five of a given bonus.) It has nothing to do with common IO slotting
  21. I would like to have access to more combat data, but it's impossible to have a proper in-game 'damage meter' without a public-facing API for it to hook into (and imo that's probably too much work to be on the table for development.) Getting accurate data would also require the game to track a bunch of stuff that it may not at the moment (i.e. how do you decide when the 'combat' state begins and ends, what happens to overkill damage, etc.) there used to be an app called herostats that could parse information from the ingame combat log, but iirc it didn't really function as a 'damage meter' per se (and also I dunno if anyone has gotten it working on homecoming.)
  22. That's actually saying a lot, given how solo friendly CoH is.... coh is solo 'friendly' in the sense that everything can solo, but you're heavily incentivized to team even at low level. In CO it seemed like basically everyone just soloed all the time, aside from in a few group instances. But I didn't play that long so maybe it's different at higher level
  23. for me the main thing was lack of team play; CO seemed a lot more solo-oriented that city of heroes and while that's not exactly uncommon in MMOs it wasn't what I wanted at all. I also thought the writing leaned too far into humor/camp territory I actually liked the art style and character creation, so it was too bad the rest of the game wasn't better
  24. oh hah, I actually never noticed that; I roughed out a whole build and never thought to look at the actual recharge time on soul vs dark
  25. psi melee is a fun set with cool graphics, but any time you fight robots be prepared to feel like you're slapfighting them to death
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