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Riverdusk

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Everything posted by Riverdusk

  1. Or just a misc one for "other changes". Seems like there usually was in the past.
  2. I'd be all for that as well. I love infiltration (much more than super speed anymore anyway). I typically end up running/jumping around 80mph with it and find it much easier to use than SS. And you can't slot a LoTG in super speed.
  3. Yes, they are mentioned separately near the end of the overall patch notes. They get it as well.
  4. Thanks for testing and confirming that.
  5. I'm not sure a little bit of pre-level 38 "power creep" is going to really matter much. My own personal reasons for loving it is that it makes leveling the "normal" way as someone put it, more smooth and fun. For level 40+ it makes zero difference. For those that power level of course it also makes zero difference except for when they exemp down. However, I wouldn't be against them changing things with this to where when you exemp down you no longer get up to +5 your level in powers. That'd make things about equal to where they are now when you exemp, but make it easier when actually leveling.
  6. Very nice changes overall. I'd still like to see at least the grave knights to also get lethal resistance (they are kinda wearing armor?) Being the heavy knights and in melee I feel they kind of need it and it is appropriate. Can agree on the hit box thing in that they should act at least the same way as all the other MM pets (if they don't already) and let other players easily get through them. (Same always wished for illusion phantom army but different topic).
  7. My bad, misread which one you meant. Didn't even realize the decoy phantasms even had a taunt, thought that was only army. Learned something new. Agree that would be nice to be changed, especially if the kb to kd IO doesn't also affect them, then it'd be an absolute must.
  8. Very nice, but can we get the quicker combustion for dominator fiery assault too? It is always a skip on my doms as it stands now, it is so painfully slow and also so slow to tic (which I'd also like to see sped up). Was sad to see doms skipped on the electric blast updates and now this one too.
  9. Haven't tested myself yet, but per city of data and the in game data PA Power Bolt and hurl are only .6 knockback and hydro blast is .67 so they should already be knockdown. Hopefully that's how they actually are. Not seeing any other knockbacks.
  10. Ah, that is true, have you tested it to make sure? Maybe they could make an exception for super speed somehow.
  11. You couldn't stack these stealth powers before, so nothing should change in that regard. It should be a QoL change only. Only potential drawback I could see is if you forget to turn off the extra stealth power now instead of it automatically toggling off when you activate a 2nd one. If you aren't paying attention it could be an extra endurance drain you didn't have before, and that isn't actually doing anything for you.
  12. Pretty much my reaction. As someone who never power levels and only does it the "slow" way, this is amazing. Love it.
  13. Seeds does notify mobs, it is just different in that way from most other confuses. Also seems reasonable to give it a drawback like that for balance reasons when you are looking at it compared to Mass Confusion. It also will not confuse bosses with its base mag (mag 3 only, a normal boss needs mag 4) unless it "crits" which it has a 20% chance to do for an extra mag bringing it up to mag 4. The purple Contagious Confusion proc can help with that though eventually by adding extra mag when it procs. Or unless you are a dom using it under domination of course.
  14. You can use it that way, but I think most eventually try to use it for damage. It does pretty good aoe damage when combined with fire cages to keep them contained and cooking. Assuming you can survive being in melee of course. /cold might be a bit tougher of a combo. The classic fire/rad had choking cloud working in synergy, even fire/kinetics had spamming the heal to help survive. I've heard fire/dark is just a flat out tank so it can do it. But with the right IO build /cold is probably doable. Bonfire (with kb to kd IO) can potentially help later as well and add even more damage.
  15. I do think nature/dark would also work well since you mentioned it. Nature gives you and your team some nice resistances and some moderate tohit debuff in spore cloud. That would stack nicely with the tohit debuffing of dark blast. Should make for a nice safe combo.
  16. Just to clarify, the mez resistance cap is actually 10,001%, not 45% or 50%. Also note that it has the same type of formula as recharge does in reducing times, as in 100% mez resistance reduces mez to 50% duration, 200% would reduce it to 1/3rd duration, etc. From the wiki: https://homecoming.wiki/wiki/Limits Players have a hard status resistance cap of 10,001.01%, which translates to 0.99% mez duration in the Combat Attributes Window. Because player status resistance buffs do not generally exceed 216.25% (for example, Accelerate Metabolism), it is unlikely that the cap will ever be reached in normal gameplay. This was changed in Issue 13; previously, the cap was 100% resistance, resulting in 50% duration. The change was in part due to the change to status protection in PvP, necessitating a higher resistance cap.
  17. I'd also start with the level issue and probably a bump to hit points. I'd also like to see a possible lookover for each set's special level 18 power and maybe let them all take ATO and pet set IO's so that some sets don't have a "tax" on having to slot the MM ATO's and pet +def/+res IO's in their actual pets, where some others get to stuff them into their level 18 power. And general things like making necro's soul extraction not so clunky to use and making serum actually useful... And speaking of mercs, for other damage/buffs to individual sets I think the only one that really has a damage issues is mercs (which could probably be solved by "fixing" its level 18 power). Rest are much more debatable and more depends on how/what you are fighting. For instance you state bots are in the top 3, and yet Galaxy Brain did one of his "standard comparisons" he likes to do and bots actually did poorly in that environment and beasts actually showed real strength. If you are fighting late level x8 then of course I'd assume bots would shoot back up and beasts would fall back down. But that's kind of standard for most CoH powersets in variety. Personally I'd also like to see necro pets get some better resistances. They are also on the low side for damage (and that's okay), but in exchange they should be among the "tankiest" imo, and right now they really aren't. That'd be my wishlist anyway.
  18. To be fair, it isn't only MIDS. The in-game numbers summary includes scourge as well. Can be very confusing and personally I wish they'd display the top summary numbers without scourge (and still list scourge in the details further down of course). I always have to back it out manually to find the "real" damage for corruptor attacks.
  19. So tempted to vote Dr. Quaterfield just to troll. 😁 I sure do love the merits for it when it is the weekly though.
  20. The shield defense AT. Seriously though I'd probably actually say stalker since quickly one or two hitting things into oblivion is kinda their thing, so the better damage over time dps of katana doesn't matter as much most of the time (AV's the exception). Scrappers could also lean that way, so as already mentioned stalker/scrapper would be the way I'd go if I wanted to do BS.
  21. I eventually learned to mostly ignore them, but yes they are really ugly, especially the orange resistance ones imo. Would love to at least see those toned down a bit, they are really garish. Not sure how technically hard it'd be to make them completely optional, but I'd be all for it.
  22. From what I've seen of it, it seems to do very good damage, relative to most other controller sets, but it is still a controller after all. Of course you can always pair it with secondaries like storm, kinetics, or trick arrow if you want to pump its damage higher.
  23. Clockwork king definitely does like to run around more than your average AV in my experience. Very frustrating fight on some of my builds. Most of my illusion controllers though didn't have too much of an issue, just can take a while due to the psi resist. Phantom army's taunt is enough to stop him from running around much for the most part.
  24. However long it takes to run the tutorial. Cost? Make inf getting to level 2 by using the ah to sell those 2 big free inspirations you get.
  25. Riverdusk

    Energy Aura

    Never really had any problem keeping mobs taunted around me on my energy aura scrapper unless a brute or tank came along to "steal" them. Main difference really is brute will have more hps. That isn't nothing as one of the few weak spots of energy aura is that it has no hp buff. I'd say it is pretty much a wash though and for energy aura I'd go either way.
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