My main is a DP/SR Sentinel. As long as you know the secret Sentinel konami code, she easily outdamages Blasters and Scrappers combined.
Of course, since she's a little too OP, I keep an NRG/Rad scrapper on hand for when a DP Sentinel is just plain overkill.
If a door is lagged shut, you can often run through it by treadmilling up against it. If the server thinks you've made it through, your client will update a moment later.
A target AoE meant that the AoE radiates from the target, which is true of spinning kick.
My guess is that when TAoE enhancements were renamed to Ranged AoE, changing spinning kick would have impacted too many player builds, so it was kept the way it was.
As far as I'm concerned, having enemies respond when certain spandex-clad doom is heading their way instead of patiently waiting their turn is a big boost to believability.
I haven't encountered it yet as far as I know (i got minced in the lab map's layer room the other day, so maybe) but I do like the notion of having to pay that bit more attention to a situation.
The Atlas Park AE did not achieve nearly the footfall needed to keep up the rent on such an expensive business. One day, the branch simply went under and was bought the next day by Freedom Corps.
The Mercy Island AE, by contrast overwhelmed by sheer popularity, could not structurally load the enormous quantities of users, and on the same day the steel structures gave way under the mass of players.
I'd add to answers above that there is quite a lot of freedom and forgiveness for you to experiment in CoH. Builds you find on the forum may be optimised in some way, but I'd say it's worth picking up the options that those builds aren't mentioning so you can see for yourself how they work. You can quite easily and cheaply respec later, or adapt builds if you find different options you like.
There is a /logchat command, which I think logs whichever tab is active - I've not tried it for combat though.
Even just a snippet would show the difference between more damage per attack, or more regular attacks. The second one might be expected due to the ai changes.
The change UltraAlt linked shouldn't impact what you're describing.
Could you give some more details? Is this all incoming damage that appears to be boosted?
Could you show some logs from the combat chat?
Also show us the build from the enhancement window and combat details? Are we talking 90% to all resists?
A workaround for now is to name your new character something different and then rename them back to the original name.
But yes, I encountered the same thing. A bit more testing over time might reveal if there's a timer associated with the deleted name being unlocked.