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Lazarillo

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Posts posted by Lazarillo

  1. I see people talk about proliferating Illusion to Dominators, but I always thought it'd work pretty great as an MM primary.  The set would do a little higher damage than normal, and all the pets would have at least one attack with a chance to Confuse mixed in, balanced by being Psi damage, and partial "illusion" damage that healed back.

     

    t1: Spectral Wounds - Low damage attack. More or less same as the controller version.

    t2: Phantom Army - They'd have to be changed to take damage.  Like the original decoys, they might use random animations but be functionally the same.  Mostly melee with a default ranged attack for just in case (a la Ninjas)

    t3: Blind - Mid damage attack.  Swap the Hold to a Sleep or a Stun, lest it be a little too strong, though, I suspect.

    t4: Typical first upgrade

    t5: Flash - PBAoE, like with Blind, change the Hold to a Sleep or Stun, add a small amount of damage to give it parity with other MM sets.

    t6: Phantasm - For bit of a "special" mechanic here, the second Phantasm would still be an invincible decoy, but its "life" would be tied to the first Phantasm.  Ranged focus.

    t7: Group Invisibility - Long duration click power that Hides and grants defense to the MM and all pets.  Pets attacking from Hidden status would do no extra damage, but their first hits would be able to apply a low magnitude Confuse.

    t8: Spectral Terror - Same general look, but is mobile and can fly around now, and has both damage and controlling powers.  Ranged focus.

    t9: Typical second upgrade

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  2. 9 minutes ago, Rathulfr said:

    In all my years of playing CoH, I don't believe anyone has ever considered Bruising to be a factor (at all) in having Tankers on a team.  In fact, I'd completely forgotten that Bruising was even a thing until it came up in these threads.

    If that's the case, then shouldn't buffing their damage also be a non-issue, though?

    You're not considering Bruising when you're teaming with a tank anyway, so I assume you're not considering the amount of damage they bring to the table (or not) in the first place?  I mean, the game's generally in a "balanced" enough position that, indeed, you don't need to, but that aside...

  3. 2 minutes ago, Infinitum said:

    Subtract 9% damage from my live numbers and this patch is a good bit better.

    But are you looking at your damage, or your team's?  Because again, that's what Bruising is for, as much as anything else.

    I agree the lack of stacking means that the change means you have less diminishing returns on a team by having multiple tanks, but I don't see how saying "eh, screw it, just ignore the bad powers" is a better fix than, well, fixing the "bad" powers.

  4. 46 minutes ago, kenlon said:

    Those people need their heads examined. Bruising is an objectively bad mechanic. 

    I don't see it.  It adds to an entire team's damage, and gives a reason to use the t1 attacks, rather than just taking-then-ignoring them, or passing them over completely (then again, I'm firmly in the camp of the devs back in the day, who took the approach of "no primary/secondary power should be considered an easy skip").

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  5. 1 hour ago, Chris24601 said:

    So that's what I did with my desktop... just to rule it out mostly. So I completely shut down (not just a restart, but let everything spin down completely) and re-started the computer. After that I was able to run for an hour and twenty-minutes (nearly triple the time before I'd usually get mapserved) before logging off.

    I suddenly started having these issues constantly today, myself (and not any sort of similar disruptions in any other net traffic), and "turn it off and on again" is often my goto solution.  Unfortunately, I was back on again for about 5 minutes before another one just kinda "bam!" outta the blue.

     

    This does seem a little weird, as it's not like the issues that normally arise when I'm having connection problems, but I can't figure out the pattern to them, either.

  6. On 11/17/2019 at 10:42 PM, Megajoule said:

    This SS player wants Rage to go away be fixed specifically so we don't keep having this discussion.

    This non-SS player who wanted to to be an SS player had been looking forward so much to having crashless Rage that I'm just utterly bummed that it feels a flat buff was pulled because people were ticked it wasn't OP enough. 😞

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  7. 5 hours ago, Bartacus said:

    But, it feels kind of whack that if you're in that Powerset you're basically required to auto-cast your clicky mez anyway unless you have a killer memory as to when it's going to drop. I've found that in intense fights, it's easy to get focused on all kinds of other things and then sometimes it drops because I was trying to do everything else I could to stay alive and then I'm mezzed to death. Not fun.

    As a note, you can use these powers while mezzed so if you forget, it's just a matter of hitting it real quicklike.  Plus, I feel like if a fight's intense enough to miss, you're probably queuing up powers so fast you miss the chance for it to auto-click anyway.

  8. 38 minutes ago, oxmox said:

    I have not yet played Mako's patron arcs but I wouldn't be surprised if those have some relation as well.

    Mako's second arc does indeed have some tie-ins to Catfish-stix and the Coralax.

     

    One of Doc Buzzsaw's arcs has a guest appearance by some of the Red Coral as well.

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  9. 19 hours ago, Haijinx said:

    If they did revert the ET animation to the original fast one, how good would EM be?

    Right now, ET has a DPA of 65.49.  Few Brute attacks even break 50, and those that do are typically DoTs, rather than front-loaded damage (Seismic Smash, Knockout Blow, and Crushing Uppercut are the only notable exceptions).  If it reverted to its original attack animation, that would bump the DPA up to 160.1, which is more than double what any of those other powers can dish out.  Even just swapping it to have the current animation from Stun (my preferred solution), it'd still beat the DPA of any Brute attack except for Frozen Touch.

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  10. The Well itself is simply the origin of Origins.  It's no more "evil" than the gene that makes mutants into mutants, for example.  Bad people can end up with genes that let them electrocute people, too.

    It's thrown into a little bit of a problem because there's also some sort of voice/will guiding it, and given that that voice says things like "GO!  KILL!  KILL TRAPDOOR YOU FOOL!", yeah, that entity is probably evil.  But it's also indicated by Prometheus that having something like that throwing things into chaos is not the natural state of things.

  11. So I gave this a try on my twinked-out Fortunata, set at +2/x6.  As one does.  Not too bad. 

     

    Mission 1: Seemed okay.  The NPC "helpers" are pretty useless, but again, I think that's supposed to be on purpose, and it's not like it's different from what happens to helper NPCs when I run normal missions.  I actually did this one twice as I got called away mid-arc the first time I tried, the second time, for whatever reason, the various combat quips didn't fire.  I dunno.  There are also a ton of clickies scattered around the map that give a "you can't complete this yet" error.  Not sure if they're meant to be used for something, or just decoration, but I never saw them become active.

     

    Mission 2: The Marrowless Ones looked cool...from the little I could see of their appearance, anyway.  I liked that the NPCs at the end appeared to be shoehorned into the 'trinity' of DPS/Tanks/Heals.  Verity was useless again.  On mechanics, dunno if it was due to randomized-type spawns or not, but at the first four-way split, I initially went east, past the corpse, and its placement right in the doorway was such that I couldn't get back out again (I had to Ouro then return).  The corpses also get up and attack if enemies get close enough to draw their aggro, which I'm assuming is also just a thing that happens.  Finally, there are once again a few "objectives" that don't seem to do anything, though in this case, they were destroyable objects that I could still actually destroy, at least.

     

    Mission 3: D35TR0Y3V5KY made me laugh out loud, though he and his buds aggroed on their drunk buddy.  I don't think that was supposed to happen.  Once again, there's the "is this supposed to do something" factor with items that can be defended.  I managed to "save" the desk and the "art" but nothing happened; the workbench was destroyed thanks to me aggroing 3 mobs at once in that fight.  On the story side, I didn't like this mission much, though.  It seems weird that the one in "real life" is the one that auto-exemps you, but the biggest offense was the whole "just straight up murder a kid" factor.  It left a really bad taste, even (or perhaps, especially) for a "Rogue" arc.

     

    Mission 4:  Shorter than the last couple.  I liked the setup, but being set up on the previous mission meant it kinda couldn't shake the issues with the story that was left by it, either.  Black Scorpion showing up at the end was a little...out of place?  Like, I'm not sure why he was there.

     

    Mission 5: This one has a cool map.  Sorta explains the Black Scorpion thing, but not really why he just appeared randomly on the previous mission map.  Also, why does he have asthma now?  I'm not sure if it's by design that the enemies actually felt tougher than the ones in the first two missions, but, well, they did, by quite a bit.  The NPCs still had a hard time surviving, which made the "twist" sort of awkward, since one of the people involved in it had died by the time I got to the person they were supposed to interact with.  After the first couple, I figured I knew what the 3rd was gonna be, but it was not what I was expecting and admittedly made me laugh.  No major issues here, other than the difficult mobs and the fact that the important NPCs all got killed too fast.  Oh, and the old "clickie that can't be completed" factor was back again, though in this one, it definitely made sense that you'd want a few random arcane bits for decoration.

     

    Overall: I liked it.  It was a fun arc with some good quips, and though it occasionally skirted that fine line between being a parody of something, and sort of turning into the thing it was parodying, it typically stayed on the entertaining side of said line.  I went in hating pretty much all the NPCs except for Verity (who just made me roll my eyes), but I think that was intentional, and once certain late-arc elements were established, even the "annoying" bits were pretty fun.  Although, I have one question:

    Was Jace supposed to be someone else, too?  I don't think that ever came up.

     

    The biggest negative was definitely the 3rd mission story.  Even after certain later things gave a bit more context that kind of made sense, the whole bit with murdering a random innocent person just really brought down the entertainment value.  I really feel like in an arc as tongue-in-cheek as this one, changing it to just beating him up, or coming up with a better excuse once the mission starts...there's just gotta be something better that could be done with that.  The only major "mechanics" issue, as noted throughout the mission breakdowns, is the confusing presence of mission objectives that don't seem to do anything, nor seem to be possible to make do anything.  As noted, in the last mission, it made sense to use them for atmosphere, but in the others, it left me more confused, than anything.

  12. 53 minutes ago, Christopher Robin said:

    Also there are several NPC's called the BUM who sit outside the entrances to the old Paragon Dance Party (which

    got replaced by Pocket D) and sarcastically tell you to go to Pocket D and let me sleep.

    ...and is ironically still there even though Homecoming put the PDP back in!

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  13. 39 minutes ago, Odhinn said:

    I have never that "Standard Code Rant" before. I love it !

    Ironically, since I never really got into any communities for games I played prior to CoH, I didn't realize that it had basically been coined here.  The couple of times I mentioned it in discussions while playing SWTOR, people always gave me the "hell you talkin' about?" treatment, which was just a huge shock.

  14. 24 minutes ago, SeraphimKensai said:

    Ah I had read the Council invented the quantum guns and void hunters

    They did, to kill the Peacebringer-type Kheldians, particularly.  That they work on Warshades (which are basically Nictus traitors) is mostly just a bonus.

    That said, while Arakhn is pretty much loyal to the Nictus race as a faction, Requiem seems to see the source of his powers as a tool at best, so even if the Council wouldn't fight the Nictus, per se, the 5th...actually might.  I'm not sure I'd be too eager to team up with the nazis, though, so maybe turn the event into an outright three-way war?

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