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Riverdusk

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Everything posted by Riverdusk

  1. SG base buff: +20% for 90 mins at a time. P2W vendor +15%, Destiny Ageless As to caps, a good page to look at: https://homecoming.wiki/wiki/Limits
  2. Just started up one of these and finding it very enjoyable. Although I love fluffy, he doesn't take much to house train. Thanks for the ideas.
  3. Speaking of spines, another improvement in this page (to me anyway) is the alternate animation they added for ripper. I will no longer have to do a backflip to use it. 😃
  4. Give the turret water burst and water jet instead and rename it water cannon or something. Now the set can have its own wet inducing power built in.
  5. That explains everything then. If you use it with fire or ice ammo it is a hold that also does solid damage, a decent amount more damage than either pistols or dual wield powers. The hold is just a nice side effect really. It also lowers its recharge to 8 seconds. You then have an actual solid single target attack chain by level 8 as well as more safety. No wonder you thought it was terrible at low levels. Like I said, the description on the power is misleading and I think the important bits about damage are cut off unless you activate the detailed info button, so figured that's what the issue might be. Here's the rest of what gets cut off on the description of the power: ● Significantly higher damage and boss-stopping hold if 'Cryo Ammo' is loaded. ● Significantly higher damage and minor hold if 'Incendiary Ammo' is loaded. ● Somewhat increased damage and long duration hold if 'Chemical Ammo' is loaded.
  6. Two Issues: 1) The continuing sound SFX of the power on the "Color tintable" and "No Fade" do not go away. On the "Original" option the sound effects fade away after about 5 seconds. Also something I noticed on the blaster devices version of cloaking device (field operative) quite a while ago which was probably also never fixed? 2) The no fade option (at least to me) still looks graphically exactly the same as the "original" option.
  7. Honestly even a brand new character can do alright with doing nothing but selling their salvage and recipe drops on the auction house. Not really more convoluted than that. Biggest issue I usually see for new characters/players is them not realizing how much orange salvage is worth or thinking for some reason they should horde it, or I guess them not knowing the auction house exists at all. Those would be the bigger barriers. I'd say things are a lot easier than they were 15 years ago. There are just a lot more ways to earn inf than there were back then.
  8. Just to be sure, you have tried using Suppressive Fire with either fire or ice ammo? (doable by level 8). Do so and it is a pretty fast recharging and hard hitting attack. If you are skipping it or trying to use it with standard ammo (or even toxic ammo) I could understand your perceptions. The damage info shown for the power can be misleading and its a weird power the way it works.
  9. Definitely this. Would love to see "Defensive Follow" added as a default power tray button for new MM's. Use the gold shield with blue outline looking button that right now defaults to "defensive". At the very least, drop that defensive button down into the tray.
  10. Good point, but I have also seen wet condition used in other games (divinity original sin 1&2 immediately comes to mind and I know there are others). I consider it pretty standard myself. Also, considering the other controversial power name introduced in this issue, I didn't even think twice about this one.
  11. Posting subjective experiences is fine, but if you really want to make an argument for buffs to something you're going to need to post real data. I'm no DPS or DPA expert myself, but as others have said, and my own experience/knowledge and just roughly looking at the numbers of the set (DPA is generally agreed to be the most important), it is a solid middle of the road set. Funny that you mention archery and beam as I feel DP does better than either of those personally. Beam does excel vs. AV's in particular though with its -regen debuff, but it is pretty slow against "normal" mobs. Also as others have mentioned DP is a great "proc" powerset as in it can take a lot of IO enhancements with extra damage chances, more than most other sets. That can definitely help out its damage.
  12. Thanks for doing some hunting. I'd vote for at least one power in ice assault to trigger wet or doms really have no way to trigger it with any combo? Maybe frost breath as the most obvious.
  13. I kind of like the idea of the 'wet' mechanic adding a bit of flavor. However, sending this out without defining or listing what "wet" means and then telling us "figure it out" reminds me a little too much of the early days of the game where they didn't want to give us damage numbers or any power details to "preserve the mystery". It does not inspire good feelings or fond memories. It also just makes it hard to even discuss it for those of us that don't have time to go testing every single power combo. Like if true as someone here mentioned that freezing rain counts, but sleet doesn't? Why? They are basically synonyms in name and in power effects. Also, water assault for doms when? 😄
  14. The "Show Pet Window Option" setting has been removed and is always enabled. Thank you so much for that one. The number of times I answered "how do I get a pet window?" in help channel and having to explain it as a two step process to anyone that wasn't a mastermind. Having an option in order to have an option to open a window (and it defaulting to off) was the most ridiculous thing. Especially considering eventually everyone gets pets (with incarnate powers).
  15. IMO, this teaches exactly the wrong lesson on CoH team building. For me one of the biggest strengths of CoH over a "typical" MMO is that any team can work well. Heck, a team of all "support" are often the strongest teams you can build. I remember the crazy things the all radiation emission teams did back in the old days for example. I don't think implementing this will be the apocalypse or anything, but I find the whole concept of it and why it is even necessary....puzzling, at best. As others have suggested, if this is done, I'd also like to at least see some other team compositions added to the list (such as a team of at least 5 that are all the SAME AT or even "role"). Just to show specifically how well that can also work and to help show off how flexible team composition is in this game. As it stands now, like I said, I think it teaches exactly the wrong lesson and it is basically saying you need some sort of "holy" or special team composition in order to be the best, which is just plain inaccurate when it comes to teaming in CoH. Oh, and it could just be renamed as "Team Composition Bonus" in that case.
  16. Very good to hear. I liked all the changes that were made except the one to Sleep Grenade.
  17. Necro might also fit the feeling you are going for just because I think it is now the set that most rewards you actually using your attacks. All three of your attacks also spawn additional pets and they are pretty handy to have.
  18. Fair enough point, but to change a fundamental game mechanic that has been around for 20 years means you better have a darn good reason to change it. Helpfully supported by some objective data and strong community support that a change would be good/needed. I'm not seeing evidence of any of that. As I've said before and you've never addressed, your basic premise that it has to be changed because people don't like it because it 'costs xp' is flawed. See below (link found on the bottom of the page on confusion on the Wiki): https://web.archive.org/web/20080112120043/http://boards.cityofheroes.com/showflat.php?Cat=0&Number=4402544 That was all the way back in 2005, which was about the last time I ever felt any "community tension" about the power. Well, that and the occasional rare weird thread like this one that you had to bump and necro from 1.5 years ago.
  19. As other people have warned, just make sure to create a 'throwaway' character with the same name on the server you leave. Otherwise when you do want to come back you might find the name taken.
  20. Pot, kettle. Accusing others of not understanding mechanics when you don't seem to understand how confusion powers and xp work? Again, there is no "loss' over time as has been proven by tests conducted by several people. Where is your evidence that in "normal" game play there is any loss? If people are complaining about confusion powers 'losing' experience they need to be educated on how it works, not catered to and have powers changed due to their own misunderstanding. Also nice circular argument in your last sentence. You are getting such negative responses because your basic premise is incorrect. There doesn't need to be a 'solution' because there is no problem.
  21. Yeah, that is strange as it works for me when I did it (but it was a while ago). how mine looks in Steam:
  22. Sounds like a lot of work for little payoff to me. I also take issue with your premise as it has been shown by several people testing it that it is not only not a huge loss, usually it is a net GAIN of xp over time as it stands now. I also have not noticed any "tensions" in the community about it. I think in all my years of playing this game people have brought it up in teams maybe a handful of times, and without fail several other members of the team always chime in (and this is in pick up groups) that exact fact, that is a scaling xp loss and that over time it actually usually improves xp gain. It is pretty well known how it works in this community I think and it is extremely rare people have an issue with it. So, basically this seems like a 'solution' in search of a problem.
  23. I like 'reapplying' sleeps and it does some other things so have no problem with the actual power and would most likely take it myself. I just don't want to have to take it level 1. And tranquilizer looks terrible, so I'd have to take the 45 second power at level 1 as things stand now. And on that one, Tranq should at least do as much damage as the ST immobilizes do from the other sets as it kind of fills in for them, imo. Even if you have to up its recharge to 6 seconds like mesmerize, would make it more worthwhile.
  24. MM pets were are all made 'pushable', so that be a rare situation now a days. Something I wish they'd do for all pets in game. Controller/dom pets still aren't movable last I checked and even more likely to get in the way since you can't command them.
  25. As others said, anything can work. Honestly though for MOST team friendly I'd say mercs for primary. All ranged so less likely to get in the way or run forward as much and potentially getting unwanted aggro, "normal" sized so don't really block things visually, and low on the obnoxious sound quotient. Thugs can also be good and hit a lot of those marks although the arsonist likes to throw burn patches that tend to scatter things a bit sometimes, so I like to have a way to deal with that (a good slow or immobilize in secondary or epic pool). For secondaries, probably only storm has a somewhat bad reputation among some people and you need to be careful on how you use it. Anything else I can't imagine isn't appreciated. My current main MM is a mercs/dark and absolutely love it.
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