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  1. I strongly disagree with this; Ring of Fire outdamages several Blaster T1s in terms of damage per animation. Stone Prison is outdamaged by several pool powers.
  2. I'm not slotting these powers for immobilize, so short of having some truly absurd set bonuses I don't see what this would possibly change. Immobs already take a fairly decent array of procs, already have a great uptime to recharge ratio, and already take damage sets. In all fairness about slotting, Control set Immobs have 90% (1.2x) accuracy baseline. While there's some outliers that would probably need looked at (Fire Manip's Ring of Fire, maybe), I don't think it'd be that absurd to apply this (or a slightly lower version of it) to the in Secondaries.
  3. These are primarily taken for damage/setting containment (to do damage) on Controllers. To this end, I personally would like if some of the longer animating ones (Earth comes to mind) would do a little bit more damage. It's sort of unfortunate that Control sets with a lot of damage already like Fire (and I think Plant?) have the significantly better versions of a power that primarily does damage.
  4. I think this would be a great response if we were in a situation where even one Tanker (or Tank at all in some upper-level content) was preferred, but we just aren't. When the desired number of Tankers for most content is zero, multiplying how many I want or need still leaves me with zero. There is no min/maxed content where I actually want a second Tanker in any situation at the moment, and exceedingly little where I want a first one. at the same time, I'm not going to reject a Tanker for any content at the moment either. The current aggro cap is irrelevant to this; we'd either have to have a punishingly small aggro cap for me to really think "maybe we need a second tank" from a min/max perspective, or we'd have to have content that throws difficult to kill, gruelingly strong hordes of enemies at us at reliable spots. This game has neither. As an aside, off-tanks exist in other MMOs because other MMOs have tank swap mechanics. If any given Final Fantasy 14 or WoW or whatever other MMO team could drop a tank class for another DPS, they would in a heartbeat; CoX lets us do so, and so we (theoretically) do, except there's not really any content where people feel the need to push the envelope that hard.
  5. I'm fairly certain it also buffs some defense buffs that aren't flagged to ignore outside sources. It's supposed to make other powers stronger, the way Power Boost does.
  6. I get the logic on some level, but I think as just a design philosophy there's something incredibly unfair about Scrappers and Stalkers getting variants of sets that just ignore a portion of their mechanic - it feels like there's something intrinsically wrong with the set design if we can't just make them work with the mechanic but somehow can make other sets work with it. Pushing Scrapper/Stalker damage down while leaving Tanker/Brute damage in place feels unfair. If the disparity of Scrappers/Stalkers getting Power Siphon AND crits while the other two get nothing is a problem, then add the Power Siphon recharge to Brutes/Tankers. KM is, to my knowledge, middle-bottom of the pack, and I don't think pushing it up a few places is problematic, especially if we fully uncouple Power Siphon recharge and crits so that ATOs don't make it too crazy.
  7. My biggest issue with KM's design is that I just don't care about the last 2 powers. I can have my full game single target rotation down by level 4, which leaves very little to look forward to. I think there's plenty of issues with the set - Repulsing Torrent has a bizarre design philosophy for a melee set, Power Siphon doesn't feel like it works right, and the overall damage feels like I'm working extra hard for middling gains at best - but by the time I have Burst the set feels "over". Focused Burst and Concentrated Strike feel bizarrely bad. I've seen a lot of suggestions for Concentrated Strike, but I think it should also just have a normal crit for Scrappers and Stalkers. I also generally agree with Power Siphon either refreshing all stack durations or having much longer stack times; it's presently worse than build up in a lot of situations, which is a terrible thing for a build up replacement to be. As an aside, I think the animations with /Shield look really awful, but I'm not sure what could be done to fix them.
  8. I assume you're talking more about Melee/Blast T1s than other ones, because that's where the choice is less "Does this offer utility I need?" and more "Which one of this is the objectively better attack?" And in those situations, I just check, but I usually wait for a level 20-something respec to do so because I don't want my opinion of any given set tainted (though I will say Psychic Blast managed to taint my opinion of it all on its own). In all fairness, most T1s and T2s don't have a big difference, and I personally find I usually want both anyways. For those that don't fit that mold - most notably a good handful of Melee sets, especially on Tankers for some reason - I just don't ever use the "bad" power once I no longer need it. You usually have enough room in any given build, even relatively min/maxed ones, to fit a couple powers you don't intend to slot, and while it'd be nice to fit a global bonus like a Luck of the Gambler in there, I don't really feel like I'm missing that much by losing a power choice to Jab or Mental Blast or Entangling Arrow. As for T9s, it really depends, but I do feel like a large portion of T9s, except for Armor T9s, are good nowadays. Mastermind's Pet T9s aren't skippable, Control T9s offer pets for every set except Mind Control, and those T9s do a large portion of your damage and I would very very strongly recommend against skipping them. Melee T9s, along with Dominator Assault T9s, are just generic attacks and may or may not be skippable based on the set, though the majority of them are usually pretty good powers. Blast T9s are incredibly strong nukes and I would personally recommend taking them. Blaster Manipulation T9s are all over the place and need to be taken on a set-by-set basis. Support T9s are usually cornerstones of the set, but some of them questionable, redundant, or just kind of weird and bad (Time Bomb in Traps is all three!). I think trial and error is the main way to really know if a power is skippable; while there are some powers that look bad on paper and turn out to be bad in practice, you have enough power choices that you can often experiment, and, in all honesty, the game just isn't all that hard after a certain point so no one will ever be upset that you took Shiver or Clarity or most other powers that really aren't all that great - with the main exception being Intangibles, which might upset a few people because they do actively get in the way of other people's enjoyment of the game if they're used improperly while being sort of inconsequential when used properly.
  9. I don't think this really fixes the issue at all - a pack is generously worth ~14 million inf, and 100 merits spent on convertors, sold at 50,000, is still 15 million inf. If, say, Winter Packs were buyable at 100 with merits, I think there'd be a strong incentive towards buying them with merits during non-Winter months, as it would vastly increase the inf per merit of buying the pack. But it also makes winter IOs extremely accessible - is that something we actually want? Or, perhaps, if there were merit-exclusive Enhancement sets. But I think that takes out some of the fun of random drops - is "saving" merits worth alienating some of the playerbase?
  10. I'm also going to recommend Defender, but not for the same reasons as everyone else; Venomous Gas, the T9 power (for everyone except Masterminds; I also think their variant, Noxious Gas, is amazing, though) is an absolute game-changer for the set, and getting it sooner makes the set feel better faster, in my opinion. Poison is, in my opinion, quite a bit under-tuned as a set overall due to specific values (mainly -Regen) not being comparable to other sets that offer similar values of debuffs, but Venomous Gas requires minimal effort to apply an honestly fairly absurd debuff in a large area with minimal effort beyond standing a little closer than you might otherwise. In terms of alternative sets with close-enough visuals, I honestly think Radiation Emission can look very poison-y, as can essentially all Dark sets, especially Miasma/Control if you're willing to put up with the bizarreness of the pets (though Haunt in particular can be "explained away" as a Scarecrow-esque take on Poison, to me). And there's a Toxic-damage build for Arachnos Soldiers out there somewhere, though its something of a gimmick in my opinion due to Toxic being a type that is resisted strongly when something does resist it.
  11. The email menus are currently awful to navigate; the email menu itself is so small and trying to expand it just expands the wrong side.
  12. I sort of agree with this honestly - Venomous Gas is a fantastic power but the implementation of it is so wonky that it often feels like more trouble than it's worth. Otherwise, sets I think need to be looked at a little; Force Bubble - I actually like this, but the existence of Hurricane in /Storm makes me really question why it's not... better? Like the few times where I've really felt like Force Bubble would be notably useful, Hurricane also would've worked. Painbringer - Worse Adrenalin Boost is... sad? I don't personally see AB as being super great - it's not bad, but it's not like Fulcrum Shift or Chrono Shift - so having a powerset get a worse variant is really unfortunate. Liquifey - Another power that's not terrible but being so meh while coming at the tail end of a set that is already somewhat unimpressive really makes me question this design choice. Also, as a side note; it really does feel like the worse a set is, the worst it's T9 is. Sets where the first 8 powers are great get great T9s (Kinetics, Time, Nature) and sets that are sort of meh otherwise get terrible ones. What's up with that?
  13. Unlike other MMOs, defensive cooldowns just aren't really a think in CoH, so I understand why people struggle to use click powers like this effectively; every other defensive click, bar maybe Icy Bastion or Shadow Meld, is either (somewhat) trivially made perma or is better off used reactively. IH, in its current state, feels designed for a completely different type of game.
  14. Slotting one or two of the global defense IOs in it is more powerful than anything the power itself does (Grounded in Elec is in a similar spot). Absolutely this. Regen's regen is oftentimes worse than Willpower's; that's absolutely absurd when you think about it. Regen needs some sort of layered defense as an active
  15. I like this idea, but I do think it has sort of a negative feedback loop with the possibility of enemies resisting the confuse. What about just giving it a strong -Res effect for mostly the same general effect, but no possibility of creating an uberboss that one shots me? I'm personally not the biggest fan of a permanently converted pet because, truth be told, I'd just convert a support (Sappers or Force Mages or whatever) 9/10 times and that's really not that fun all things considered. I also think a major issue of slotting a pet into Mind Control is that Mind, especially solo, largely wants to avoid situations where they're accidentally hitting the wrong things, at least from my perception.
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