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Riverdusk

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Everything posted by Riverdusk

  1. Only reason I even know of him is he recently started a playthrough of Daggerfall, probably my favorite Elder Scrolls game. Anyway, I had a feeling CoH wasn't going to rank high based on how he did it.
  2. Alternate suggestion, randomly move all the exploration badges around every few days. Just kidding, don't hurt me.
  3. Believe stone still has a bunch of armor toggles where the sound fx doesn't fade away either, so it is also audially obnoxious. Most toggle sound effects were changed to fade away after a few seconds, but last I checked stone armors don't. I know sound is much easier to mod away, but still something I'd like to see fixed as well.
  4. Secondaries are a big one. Right along side that to me are the target caps, which are much lower on a sent. Not a big deal if you are soloing and aren't cranking up the mob size too much, but if you are teaming or turning it up to x8 while solo, it is noticeable. I still actually prefer sents though as I just find them a smoother more enjoyable leveling experience.
  5. Technically enemies do have debuff caps. They are often just at numbers that typically aren't reached. The -Resistance debuff cap for example is -300%. -Recharge is probably one that is more commonly reached as it is -75%. Still impressive when you can hit the recharge debuff cap though as it means things are attacking at only 1/4 the normal rate. https://homecoming.wiki/wiki/Limits
  6. Agreed. And I find sad that most newer games don't seem to bother having such complex systems.
  7. Another one I've heard is a certain amount of attacks taken in a certain period of time (>x number of attacks that hit a mob in say a 10 second period can cause a run trigger). Each tic in a dot counts as a separate attack for this calculation. Anecdotally I noticed an increase in the number of runners my dark melee scrapper had when the change to touch of fear happened. ToF does 5 tics over 3 seconds and is easy to spam. So, I give some credence to that theory from personal experience compared to when ToF wasn't in the rotation. Masterminds due to number of pets tend toward a great number of attacks in short periods of time (if they are focused on one enemy) would certainly trigger that if it is an accurate theory.
  8. Some AV's like to run no matter what. But yes, burn patches tend to make things run even more. You'll also see it on Thug's arsonist who also creates burn patches. Personally I tend to always grab an immobilize power from an epic pool when I can, unless it is a character that has a taunt or already has immobilizes. I even had a beast/dark once where it was a real issue as debuff toggles also like to trigger things running and it was even more a pain on a melee pet set. I literally couldn't solo one AV because the pets never stayed in range of him for more than 2 seconds at a time before he'd take off running again (and regen all the damage). That is when I forever changed my epic pool strategy. Of course if you don't care much about soloing AV's it isn't as much an issue, usually someone on a team will have either immobilize or taunt.
  9. Same. Growing up playing D&D in the late 70's and 80's my entire family pronounced it that way because we'd only ever seen it in print in D&D books and that made sense phonetically. Not too many people back in those days went around saying the word melee outloud.
  10. Gravity/psi dom wouldn't be a bad choice as psi assault's single target blasts aren't great. You could swap out mental blast and subdue for the gravity 'blasts' (lift and propel) instead, which are actually better dpa. Pick up the snipe, the aoe attacks, and some of the melee from psi assault. You of course also end up with the great drain psyche as well.
  11. Thinking you might have noticed it more recently due to Halloween mobs? Probably the only time I've ever even noticed it was during trick or treat teams if I'm even remembering correctly. It is a pretty rare effect for the most part.
  12. At least it wasn't declared that the AT is completely unplayable. Progress.
  13. If you ever wanted to try ice melee it is by far best on a stalker as its somewhat weak single target damage is made better on a stalker. Electric melee is good for the same reason. In the case of ice melee, it is also nice because you get ice patch to help prevent things from running considering stalkers don't have taunt auras. Although often stalkers can one shot things so they never get a chance to run.
  14. Mag 2, so it is only going to affect minions unless you have something else to stack with it. Maybe at lower levels it can help. At higher levels minions usually aren't much a concern (they are often wiped out by someone's nuke in about 2 seconds). At that point I typically only use it as a rez or as an AV debuffer myself.
  15. This may still be true to a decent degree but it is less true than it used to be. Not too long ago HC devs went through and updated attacks so that each one would have a "main" attack type and can be defended by only that specific typed defense. Fireball is a good example. It does around 80% fire damage and 20% smashing damage. In the past it was tagged as being defended against by fire OR smashing defense. So if you had smashing defense you'd could avoid the whole thing even though it was mostly fire damage. Now fireball is tagged as ONLY fire (and AoE of course), so now that smashing/lethal defense does nothing against a fireball anymore. There were quite a few powers that were updated that way. So, going the pure smashing/lethal route isn't quite as effective as it used to be, even though it is still going to be the best typed defense to get if you can't get them all.
  16. I think it is more of the set as a whole in that regard. Twilight grasp also gives -50% regen for 20 seconds, which isn't much, but it is stackable. So if you spam it you are probably looking at another -150% or so regen. Then dark servant also has twilight grasp so it is likely giving another -50 or -100% regen debuff. It all adds up to be a solid -regen set despite its lapses in uptime for its biggest one. Traps is probably the best -regen set though with radiation, cold, and thermal not far behind.
  17. For primary I prefer electric as it also gives the extra utility and defense of endurance drain as well as being a top tier dps set now (from the charts I remember seeing it is right up there with fire now or at least very close). Also almost worth it alone for the fact of never having to worry about MOG'ing paragon protectors ever again, or bubbling fake nems, etc. They can't do that annoying stuff when they have no endurance.
  18. I don't think it really needs to be changed. I do have to say though it is especially tough on a necro mastermind now as even your attacks spawn uncontrollable specters. I've actually caused a failure twice (long enough in between to forget), while playing one because I forgot about that new little feature. The second time I realized right after I attacked and spawned one and went "oh no!" and didn't think to use /release_pets in time.
  19. I love double jump as is. If nothing else it makes super jump actually very nice for traveling the shadow shard. I can now pretty much super jump (double jump) between islands there pretty easily and only occasionally need to turn on the jet pack during its cool downs. Before it was introduced I never bothered and just used the jet pack.
  20. Only naming that sometimes bothers me is cold domination considering we have an AT named dominators as well. So someone says I'll bring a cold dom and it can get confusing as to what they mean, especially as sometimes people mix up terms like cold and ice.
  21. Because you could also slot a Dam/End from two different sets (say crushing impact and mako's bite) and then you'd end up with +53% damage and +53% endurance reduction for two slots compared to just 42.4 in each for the same two slots of "normal" IO's. Multi aspect IO's are almost always a better deal for the same amount of slots. That's called "Frankenslotting" (mixing sets). It can be useful if you don't care as much about set bonuses and are just trying to maximize certain aspects in the fewest possible slots used. But the set bonuses can be very nice and often are worth it.
  22. Pretty much anyone low level doing level 50+4 content is being carried to a decent degree, not just controllers. You are fighting +5's while a lot of the team is probably fighting +3's (most likely they have a level shift and are 50+1). At least controllers can sometimes have some nice buffs to contribute. But yes, masterminds are actually in the worst shape trying to "sidekick up' as some of their pets are trying to fight +7's, good luck with that. Those are the same people that then complain about how 'squishy' MM pets are....well, duh, if you are level 49, the tier 1 pets are level 47 and trying to fight level 54. They are going to fold like paper. It is why I avoid joining teams higher level than me when leveling up a mastermind more than any other AT.
  23. Just noticed this one. Not only are you not keeping up howling twilight's debuff "easily", it is literally impossible. Even with absolute max recharge allowed (+400% or in other words taking a power's recharge down to 1/5th of base), you still aren't getting howling twilight's debuffs perma. 180/5=36 second recharge and its debuff lasts for 30 seconds. More realistically if you are just hitting perma hasten you are looking at around +275% recharge total (95 slotting, 110 global, 70 from hasten), so more like 48 seconds recharge with a 30 second duration (180/3.75=48). Still a great power, but it isn't going to be perma no matter what you do. I usually do end up with it in the 45-55 second recharge range when all is done.
  24. /rad is far from "terrible". Illusion/rad for example is a classic and one of the most powerful combos in the game, for forever. Mind on the other hand, can't say I've ever been a fan. And yes, EM pulse I typically skip, along with mutation and fallout. That is actually one of the strengths of radiation is that it is so powerful while only needing 6 powers (and the good ones also come early for the most part). Opens up a lot of builds.
  25. Honestly I usually only see that on low level controllers. Probably at least part of it being that at low levels they don't have many powers, especially aoe powers, so they just want to push one of the few buttons they have. They also of course might be less experienced at the AT at that point. See it a lot less once higher levels are reached. Typically on my doms I don't even take the aoe immobilize. Except for maybe plant it is terrible damage, doms don't need it for containment, and they also have better aoe power choices. I take the single target immobilize maybe just to stop AV's from running around. As to the original broadcaster, I usually 1 star the person when I hear broadcasts like that (unless there is a good reason like for the AT specific badge or starred content or similar). If they are that picky and obviously unwilling to take a few seconds to communicate playstyle to their team, especially on something run of the mill like an ITF, I'd rather avoid them anyway, no matter what AT I'm playing. The most laughable is when I hear people get picky about what they want on their radio mission teams (rare but have heard it). A good part of the time when I saw a picky leader and I use to join anyway, they'd end up being some of the worst and most disorganized teams. Learned it usually wasn't worth it anyway. Edit: Oh, and one of my favorite controllers and doms is illusion anyway. Not exactly known for their aoe immobilizes 🙃 But that's what happens when you make blanket assumptions about an entire AT and how they work and how they are played.
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