Jump to content
Hotmail and Outlook are blocking most of our emails at the moment. Please use an alternative provider when registering if possible until the issue is resolved.

ZemX

Members
  • Posts

    1966
  • Joined

  • Last visited

  • Days Won

    6

Everything posted by ZemX

  1. Doesn't have to. The goal of ANY kind of balance is that players will look at their available choices and see them ALL as equally worthy of being chosen. To use your word then, they didn't make Council miserable enough if people are still preferring to run exclusively Council radios. Sounds bad when I put it that way but the goal is actually FOR players. If you have five choices but nobody hardly ever picks four of them, then you don't really have much choice. The problem still seems to be that people just mindlessly process Council. It only takes a little longer. They take the same "Tactics" to Arachnos or Carnie and get wiped out, then decide never to choose them because they haven't learned that just throwing yourself at every enemy and rolling your face around on the keyboard is maybe not the best way to do things.
  2. Incarnate powers are obtainable once you hit level 50. You then begin gaining Incarnate XP instead of regular leveling XP. This iXP goes to unlocking Incarnate power slots, each of which has a small tree of powers in it. Typically there are two main branches in each tree, Core and Radial. These are different versions of the same power. Slightly different effects. And then there are four ranks or "tiers" from T1 to T4. Your goal would be to aim for either the Core or Radial T4 in each Incarnate power slot, eventually. Caveat: Debuff effects can be unresistible. The only one I can think of for Slow right now is Tsoo Ink Men. Their Siphon Speed doesn't care if you have 100% slow resistance. There could be others. You do still want slow resist, most especially if you are not defense based (as you get hit by most/all debuffs)...just pointing that out.
  3. The only thing I was really hoping for when I heard of this change was that I'd see fewer teams running exclusively Council PI Radios... but if that's happened at all it's hard to tell. Still see plenty of teams advertising Council-only radio groups.
  4. Despite it not being considered top tier on Stalkers, I quite like Ninjitsu because it is decent positional defense, which is easy to enhance with IOs AND has a nicely available self heal for saving your bacon when a large hit gets past your defenses. But for theme, don't feel beholden to Ninjitsu, especially on a magic-themed / supernatural character. Just back from a cold grave? Dark Armor and Ice Armor would both work quite well with that concept as well. Ice Armor is probably more effective on Stalkers but both are worth a look through.
  5. You appear to be correct according to City of Data. There is a 20% chance to recharge Power Siphon in Concentrated Strike's effects list. It is not tagged with a Scrapper "crit" tag, meaning it is not affected by Critical Strikes global chance mod.
  6. I once heard KM called "NASCAR Melee" and now I want to roll one up and see if I can play the entire game only making left turns.
  7. Yes and no. Repel does still move immobilized foes. It works for me on my Tanker with Axe Cyclone. The "no" part is that AoE Immobs are 30ft radius. TK is 20ft radius. Axe Cyclone is 15ft radius. This is okay though. Good news that TK+Lev is even better than Axe Cyclone at grouping immobilized enemies because of the larger radius and longer activation. Also good news... any that you miss outside that radius might still manage to murder the controller/dom who can't keep that immob in his pants for two more !@#% seconds at the start of a fight. Haha.. kidding! (not actually kidding).
  8. It wouldn't surprise me if there's not a huge intersection between Helldivers 2 and CoH players. Or at least not large enough all its themes have been gobbled up as names here yet.
  9. Yeah, a Freak's worst nightmare. 130% end drain resist AND energy damage. I was doing well enough with Rad's 86% drain resist and good recovery tools but at times felt like I was swinging a cardboard tube instead of a Katana. I think that's when I finally noticed I was surrounded by three or four +6 Freak Tanks towards the end there. Not because they were hurting me... but because I was barely scratching them. We need to do that with our Bios on Reunion at some point. Same decent drain resist and recovery as Rad Armor but with overlapping -RES auras. mmm..
  10. I expect a lot of people have done this just because of the whole mirror universe thing, but I also just do this anyway. I might create different versions of the same character simply to try out different powers or even ATs with the same concept. I don't see all my toons as belonging to a single "canon". I am not even that much a roleplayer that I'd care. I recently started two versions of the same Tanker with only the secondary powerset being different and assuming I'd drop one or the other when I decided which one I liked better. To my surprise, they both ended up 50 Incarnate. I put them on different servers. 🤪
  11. That's the page 7 default list. Shouldn't have been possible with /bindsave THIS time either. Maybe it was done with /showbind on each key individually? If it's the same @BlackSpectre there as here on the forum, they can say how. But I don't think it matters either. It seems to me the point of adding profiles was likely so they could add new default binds without changing the old ones. The classic keybinds at least, should never change from what you see on the first page I linked. And it wouldn't be a good idea even to change the modern defaults either. Changing people's control settings WHILE they are using them would be kind of rude and I don't think they want to do that. I'm not against adding a bind_save_all command either. I just don't see what's so urgent about it. All the info needed appears to be still easily available.
  12. XP/time is the only measure which makes sense in the context of this thread. It's not "better" XP if cranking up the diff would net you x8 the experience per mission but take you 10x the time to complete said mission. And time is the thing we can't easily theory-craft on the forums as it depends on a full simulation of the combat and all factors involved. Or to put it an easier way, "You just gotta play it." 🤪
  13. https://homecoming.wiki/wiki/Default_Key_Bindings As for future updates, I imagine they will happen the same way this happened, assuming anyone expects the defaults to change any further, which seems unlikely.
  14. I still don't see why this is such a big deal. Isn't it just NOT saving the default binds and can't I just look that up online if I want that info now? This to me seems like more of a speed bump than a "big hurdle". What am I missing? https://homecoming.wiki/wiki/Default_Keybindings_From_Issue25_to_Issue_27_Page_6 People wanting to do more advanced keybinding than this are going to need a lot more than just to SEE these keybinds in the file anyway. So what's the big deal? If I want to edit a text file for a game to do some advanced tweaking, I ALWAYS look that shit up online anyway. Now, whether or not this new profile system is worth putting up with even a speed bump seems to me a much more valid argument, but somehow not the one we're having.
  15. I've really only seen that in Twinshot/Graves. It looks like a following distance problem. Normal hostages seem to follow at a set distance minimum. But Twinshot/Graves NPCs actually look like they're trying to follow at zero distance, i.e. occupy the same space as you. Except that's not possible due to collision so they keep colliding with you. It's harmless... but annoying.
  16. Not all of it. Not even most of it. Also because SR's DDR is enhanceable, it easily overcaps it. I just loaded up my SR/Staff Tanker in Mid's. It has 122% DDR, which is then capped at 95%. Removing the three passives dropped DDR to 82%, so not capped anymore but still quite good. Also had 50/43/42 defense left in melee/ranged/AoE and that's without replacing the lost passives and reslotting. I'm sure you could easily soft-cap and then some with a rebuild. Again, it's hardly optimal but that was a given from the OP's idea in the first place. So having a bit of fun with the idea.
  17. So here's an admittedly wacky challenge in the spirit of the OP.... what kind of result could you get with an SR tanker that took only the toggles and the click mez protect? Obviously, you'd lose a portion of defense, DDR, and the big thing... no scaling resists. But what could you do with all that air in the build? Enough to make up for the lost powers in some interesting way? Maybe a secondary that has a +def power like MA, Katana, BS, TW, Staff? These would normally be overkill for a full SR Tanker. Staff btw seems an interesting choice both for +melee def and +res(all). Or one of the secondaries that has a self heal: Dark or Rad Melee. I am not calling this a "good" idea obviously. You lose a lot. But it might just be what you could call a "minimum viable" base on which to build a Pool Tanker taking only 5 powers and all by Level 12. (btw, Pool Tanker is probably taken but if it wasn't, you could grab that name and a Pool Cue in Staff Fighting... perfection!)
  18. I did and I still don't get it. To be honest, I don't get what was gained by this change to profiles OR what was lost by it. His best argument might be good old, "It wasn't broke, so why fix it?" Maybe hearing from someone who uses the new profiles feature and loves it would change my mind on that. But otherwise, I probably am not touching it. But also, am not really put out by the change either since saving and loading binds on new characters seems to be working fine. Is the only thing you have to do here now is find an offline copy of the full default bind strings list if you want to go text editing yourself? I get that that's not as convenient as the game just dumping it all into the one file for you... but is it THAT big a deal? Also... is this really affecting a lot of people? I don't exactly see the forums lighting on fire over this and it's been a few weeks.
  19. More than a bit, though to be fair it is cosmetic. The redraw never harmed Staff's performance but it sure made you THINK it was slowing you down. The set is much more aesthetically pleasing now that you don't redraw the staff every time you use a non-staff power. And on a clicky primary like my Rad/Staff Tanker has... that was a lot. Overall, of course, be aware that Staff suffers poor DPA. It feels best when you have a nice big group of enemies around you and are hitting them all with a chain of three different AoEs. But it still isn't winning a Trapdoor contest against Super Strength's one dumb foot. 😈 Long as you're cool with that, it's a fun set. I think you did a pretty good job listing what it brings to various primaries. I've done Rad and SR myself and am currently working up a Bio/Staff for the Reunion Tanker Tuesday (on a Saturday) Tour. The mix and match of stances is indeed silly. But it's nice to be able to be in offensive staff for the RES bonus and Defensive Bio for the survivability... at the same time. In fact, though it does give you those NINE modes of operation, I tend to always leave Staff in offensive stance. I'll probably cycle Bio stances as the need arises. Honestly, Invuln was on my radar for a while. I think I might eventually have to try one with Staff just to see what silliness can be pulled of with the resistances. It might be a case of having to do less with IOs if I can count on RES from Sky Splitter. Might even be able to chuck Fighting pool entirely. Imagine some other uses for those power slots. Not entirely having to take Focused Accuracy might mean better epic pool selection for attacks. Hmmm.....
  20. In the good old days when someone was stubbornly standing on a teleport destination in DOOM... they had a different way of handling this. But sure... your way is fun too. 😈
  21. ZemX

    Elec/TW Tanker!

    I'd skip at least one of the first three attacks. When I ran a Rad/TW to 50, I skipped Titan Sweep. I might reconsider today but it would probably be in favor of skipping Crushing Blow instead. While it's true CB is the fastest of the "slow" attacks, it's faster than Defensive Sweep by all of 0.12 seconds and it only does less damage vs. fewer than 3 targets. Since I mostly build Tankers to tank for teams, I generally do not care much about ST damage output being optimal. With Elec Armor, you won't have a lot of other places to slot LotG:+rech. And recharge is pretty key here since you want that self heal up as often as possible. Elec Armor has some +rech, good slow resist (though you want to build more), and good endurance recovery and drain resistance. It's got the fuel to go fast. So go fast. I'd take Def Sweep and add LotG to it. Then Titan Sweep with FF:+rech. The thing to know and accept about Titan Weapons is the weird Momentum mechanic. If you are excessively worried about things like optimal attack chains, this set will drive you nuts. Momentum, despite the name, cannot be maintained indefinitely. You gain Momentum for 5s after performing a slow attack (i.e. timer starts after the slow attack finishes) or for 10s after Build Momentum. So now you have 5 or 10 seconds to perform the fast versions of your attacks, which is the ideal. But as @ZorkNemesis notes, it makes you want to do things like delay using Epic attacks and other powers until after Momentum drops so as to not "waste" momentum time. That's annoying because typically I want to use whatever is the most appropriate power for the moment. If I see some enemies making a bee-line over to gut the Blaster, I want to toss out a Taunt at them. Oops... that just "cost" me a fast attack. Or if you don't have taunt, you have to run over there to save your buddy. Re-positioning, healing, pool attacks, taunting, anything other than a fast attack wastes Momentum if it's up. To me, team tanking is managing chaos, not being able to run well-ordered and optimal attack patterns endlessly. If you are more into soloing, it's probably a different story.
  22. Cool origin story!
  23. As someone who uses the same keybinds on all my characters, I've never used anything but the default /bindsave and /bindload. And it's been quite some time since I've bothered to do a /bindsave since I'm pretty happy with my binds. But if I did do a /bindsave on one character, and a /bindload on another. What would be different for me in game as compared to before this change? I'm not understanding this at all from these posts of doom and gloom about the new way binds are being handled. Am I okay as long as I do not bother with these profile settings?
  24. Television in Grandville. The one down in the gutter that's propped up on some cinder blocks and occasionally has random NPCs from various enemy groups just lounging there watching their daily recommended amount of Television.
×
×
  • Create New...