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Tigraine

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Everything posted by Tigraine

  1. The question wasn't about hitting the cap, it was about Infinitum's claim that "You can with the right slotting achieve previous Fly+AB speeds with just fly" Previously I did not slot Afterburner or Fly for speed. As I stated, AB got LotG's recharge and Fly got Zephyr's KB protection. Speed boosts came from IO set bonuses and slotting Swift. According to Infinitum, now in order to get the same speeds (using just Fly), the "right slotting" is required, which I would assume to mean slotting Fly for speed, which either requires dropping the Zephyr enhancement, or adding more slots to Fly.
  2. I realize this is continuing the off-topic discussion in the wrong thread, but an HC team member opened the door. This seems like a complicated and convoluted solution to restore what we already had and worked simply. Before this change, I had two buttons: one assigned to hover, and one to fly. If was standing on the ground and wanted to fly, I hit fly. If I wanted to hover, I hit hover. If I was already flying and wanted to switch to hover speeds and defenses for combat, I hit hover If I was hovering for combat and wanted to switch to fly for speed, I hit fly. If I was hovering or flying and wanted to land, I hit either hover or fly respectively In every case, it took no macros/bindfiles, two keys total and only one keypress each time to change to the desired state. Even toggleswap or togglenext can't do that, as you'll still need a separate button for each power when you want to shut off whichever one happens to be active. So for the case of Hover + Fly, that's now three buttons: one for the toggleswap/togglenext macro, one for Hover, and one for Fly. And that's not considering that a lot of players don't like having to mess with making macros to control their powers. I get what the HC team was trying to do with these changes, but as far as I'm concerned, with as often as I use/swap these powers, this update is a significant decrease in QoL.
  3. So now it requires devoting slots that were previously unnecessary?
  4. Which is still two clicks/key presses, so zero improvement.
  5. Because then you're paying the End cost of fly when you don't necessarily want/get/need the benefits of it? Seriously, there are plenty of times I'd want Hover active but not Fly, and making it more complicated to swap between them is a pain.
  6. The problem is that when they were mutually exclusive, it was easy to toggle between them with a single click/push of a button. Now they have to be managed individually and manually (unless someone has figured out a macro to handle this; I suppose it could work with some rolling bind files).
  7. I don't normally slot these with fly speed though. Fly gets Zephyr's KB protection, and Afterburner gets a LotG Recharge.
  8. The link to the Tour Guide Missions Focused Feedback thread does not appear to be working; just getting a page that reads: Sorry, there is a problem We could not locate the item you are trying to view. Error code: 2F173/O
  9. Wait, what? No thanks; I'd rather have the old Afterburner back. It's a convenience issue, particularly when doing a lot of traveling, or if pausing and hanging out in a space for a bit before continuing on, to not have to rely on these sorts of cooldowns being ready or not.
  10. Let me restate the problem: With the removal of TOs, the rate of drops of usable (i.e., slottable due to origin restriction) enhancements) has decreased dramatically for any given character. Telling people to spend Inf and buy more enhancements does not change this fact, nor does mitigating the cost directly address it. Yes, it can mitigate the secondary effects of it, but it does not change the core problem of a lack of usable enhancements. TOs may have been less effective, but I wouldn't necessarily call them "literally terrible;" they did the job, even if DOs/SOs/IOs were better. But in the early levels, all you really need is something to do the job and get you through. Changing DO/SO drops to get more that match the character's origin would be an improvement, yes. Basing these drops completely on the character instead of the enemies would solve it entirely. Of course at that point, origins could be removed from the game altogether, as it would effectively remove the last vestiges of any origin-related mechanical content (which might not be a bad thing at this point in the game). But that's probably a discussion for another thread.
  11. And waiting out a timer for a non-threat is not by any definition a challenge. You may have an expansive lexicon, but your comprehension is lacking.
  12. The mob that's attacking you, and likely using holds, etc., to try to slow you down, that you need your toggles online to avoid?
  13. That's not the only case. Dying and rezzing/being rezzed will do the same thing, and rezzing in the middle of a fight usually means you have to get right back into it. There's not always a convenient/safe location or opportunity to run away.
  14. No, I was pointing out a change in what was possible as a consequence of removing TOs. Telling me to go buy stuff or play in groups is ignoring the whole purpose of this statement: highlighting what I believe was an unintended and unconsidered consequence of the change. In short, ignoring the whole point of the post. This isn't the Help forum, it's Suggestions and Feedback. If I was looking for advice on different ways to play, I would not have posted here.
  15. This completely misses the point, i.e., getting through the first ~20 levels or so just on using what drops, without spending any Inf that's just going to be wasted when I get to IO-slotting levels. I could do this before without much difficulty, now it's become more of a problem. I'm highlighting this issue as a "law of unintended consequences" effect I'm guessing the Devs didn't consider when they took out TOs. That's a great suggestion! Would you like to tell everyone to log on during the wee hours of the morning when I'm usually available to play and the server is dead quiet? Thanks! Sometimes I solo by choice. More often, I solo out of necessity. I'm sorry for the snark, but I feel like everyone's solution to this is just to tell me to "play differently," and that comes off as rather condescending. Most of the time it seems people haven't even read my original post, or don't grasp the stated intent. The point here is that I could do something before, and this change made it so that I can't do it as well now. By locking early-level drops to origins, the devs have reduced options and pushed players towards spending more Inf than was previously needed. And maybe that was the end goal; rather than improving enhancement quality at lower levels, maybe it was really just a push for more of an Inf sink. I understand enough of game economics to know that such sinks are necessary, but if that was the intent then I wish that would have been communicated so that it wouldn't feel like an underhanded maneuver. If it was not the intent then this consequence of removing TOs needs to be examined.
  16. I took Acrobatics on exactly one character. I needed to fill my last power slot, couldn't dip into any more pools, didn't have any enhancement slots to spare so needed a power I wouldn't care about adding slots to, had an END-heavy build and couldn't take anything critical to keep running, and basically just did not have a better choice. It sits there on my bar unused. It would be nice if the power actually mattered, and if there was a better reason for taking it than "no better options" to train level 49.
  17. Because sometimes effects in game take them down, and you have to get them all back on before you're effective in a fight that could be raging around you while you're trying to get your pants back up? When you have 4, 5, or more of these toggles, it's no trivial matter. It's not that straightforward or simple. It takes time for each power to trigger, and CoH only lets you queue up one power while another is being activated. So when you have 4+ of these defensive powers, sure you can have a macro that will toggle one power on each time you hit a key, but you still have to wait for each to activate before hitting that key again. Meanwhile you're getting beat on with your defenses down.
  18. I'm going to use a time-honored quote here. "You keep using that word. I do not think it means what you think it means." Yes, I know you posted the definition. I still don't think you understand it.
  19. How is anyone supposed to divine an intent of humor from that? It comes off as a self-righteous diatribe, lambasting others for not using a word that a friend of yours made up in a novel that no one has likely even heard of. You're communicating in text; there is no nuance of tone here. The onus is on you to convey the intended tone of the message, not on readers to know your mind.
  20. They're not challenging, they're boring! If you can't interrupt or prevent MoG from going off, you end up twiddling your thumbs forever waiting for them to be vulnerable again.
  21. That's why I said "fairly similar" and not "identical." And 58 skills? Let me see... 16x39=624, and that's not counting the novice and master skills for each. Anyway, we've derailed this thread enough.
  22. If it's a "coined word," then please don't go around "correcting" other people and insisting they use your friend's made-up word instead of actual English.
  23. Yeah, I can't make heads or tails out of that sentence. It looks like it ended too early, as though there should have been something after the closed parenthesis and before the period. Or maybe before the open parenthesis?
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