
Riverdusk
Members-
Posts
1490 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by Riverdusk
-
General Feedback: Issue 27, Page 3
Riverdusk replied to The Curator's topic in [Open Beta] Focused Feedback
I could see increasing the scaling/setting the floor a bit higher, but just flat 2.5mil no matter what the level seems a bit harsh. Also in a way increasing the price at low levels actually seems to me to affect power levelers less instead of those leveling up the "slow" way. Having those boosts cheap in the early levels helped a lot with all the alts I like to roll and actually play the content with. Guess I get to spend more time playing the market instead. -
Focused Feedback: Stone Armor - Revamp and Proliferation
Riverdusk replied to Booper's topic in [Open Beta] Focused Feedback
According to the in-game power info Geode does have a taunt: "+300.00%% taunt for 27h 46m on target" But it also seems to have a taunt debuff: " -99900.00%% strength to taunt on target. Ignores buffs and enhancements unresistable" Probably just some funky mechanics they did to make it work that looks weird in the power info? -
Focused Feedback: Electrical Blast Revamp
Riverdusk replied to Player-1's topic in [Open Beta] Focused Feedback
I like the change overall, but that isn't quite true. On live it costs 26 endurance to cast. If cast exactly every 60 seconds that is equal to .433 per second. On test as a toggle it costs .52 per second or 31.2 per minute. That is a 20% endurance cost increase, although before any shock benefits. -
Main thing that annoys me about knockback is how often things get stuck inside walls. There are "tricks" that sometimes work to get them to come out, and some powers that can still reach them, but I've had to restart missions way too many times due to stuck mobs.
-
Focused Feedback: Various Power Changes
Riverdusk replied to Booper's topic in [Open Beta] Focused Feedback
Yep, have taken advantage of Vigor Alpha buffing Rebirth Destiny. IIRC you can be running around with a minimum +290% regen buff at all times combining the two. Not too shabby. -
Sorry to say, dead issue, devs have already spoken. Sets that have one won't have it taken away (which annoys some people), but no new sets are going to get one (which annoys other people). Just play the sets that have one and ignore the others (which is what I do). At least ice armor and the upcoming stone armor have slows so that does help with the runner issue somewhat for those.
-
Focused Feedback: Stone Armor - Revamp and Proliferation
Riverdusk replied to Booper's topic in [Open Beta] Focused Feedback
Well, thankfully devs have already said they have no plans to do so, just that any new armorsets (like this one) won't have one. This one I'm willing to give a chance to as it has an immoblize/slow to at least help mitigate the annoyance of mobs scattering and running away willy nilly. Actually sorry I brought it up, don't want to derail the thread with that dead horse of an issue. 🙂 -
Focused Feedback: Stone Armor - Revamp and Proliferation
Riverdusk replied to Booper's topic in [Open Beta] Focused Feedback
Not to mention the scrapper's lack of taunt aura in them to help actually keep enemies in the damage aura. I do like that mud pots comes with a slow and a mag 2 immobilize, to help with that issue thankfully. -
Fair enough 🙂
-
There is an option to turn off screen shake (which I always do), it is just in a very weird spot. Menu-Options-Controls-Mouse-Camera Shake
-
Focused Feedback: Electrical Blast Revamp
Riverdusk replied to Player-1's topic in [Open Beta] Focused Feedback
The time/reward ratio of taking on a +4 AV solo always seemed terrible to me (unlike vs regular mobs) and there aren't even any badges for it (maybe now there is one with the top of the new difficulties?) So, I never even saw the point of it myself. Regardless, agree definitely not something that should be used to "balance" a powerset. Some of the AV/GM changes do seem to be the one "nerf" to the electric changes though, so interesting to see some experiences with it. -
Focused Feedback: Electrical Blast Revamp
Riverdusk replied to Player-1's topic in [Open Beta] Focused Feedback
To be fair, electric blast was already good on a sentinel from what I've seen personally and from what I've read on the sentinel forums, with probably only fire blast (of course) potentially really outdoing it. These changes should make it very good, relative in terms of sentinels anyway. But giving a slight extra advantage to those taking electric or mu epic wouldn't be bad. Dom electric assault on the other hand does feel like an underperforming set compared to other Dom assault sets, so am sad to see it is getting so little and that the devs consider it "balanced" already. As to voltaic sentinel, another option is maybe there is a way for it to persist for say 10 seconds after the toggle drops? Short enough that people aren't going to be toggling it off and on all the time to save endurance, but long enough for it to still get a few more blasts in while you are mezzed. I am happy electric blast is getting some love regardless, always liked the feel of the set. -
And you can grab up to 8 hours at a time worth (so keep clicking on it if you want multiple hours).
-
That was my anecdotal experience the time I took it long long ago back on live once. Basically it'd make you immune against most single applications of holds. You wouldn't get held unless you got hit by a second one fairly quickly. Always thought it'd be worth picking up for a blaster running energy manipulation secondary as energize has stun protection that looks easy to perma. Would give you some pretty decent mez protection as a blaster between the two. Just haven't gotten around to trying it. Edit: Looks like temporal manipulation has some stun protection too with Time Lord. Knew I was forgetting one.
-
You definitely aren't the only one @MadCow99. I know I read on these forums a long time ago of a player that'd actually run to PI right after creating a character to make sure they got the outside detective contact for PI. If not, reroll until they did. They figured the PI one is the one you end up using the most. I thought it was pretty clever, but I always forget to try it myself. In the grand scheme of things, no it isn't a big deal, but I'd certainly be okay with this suggestion.
-
I think you made some very good points @Voltak and a lot of good info. You are right for most content, you can work around not having an immobilize or other controls. Although most of my point was that it makes things a lot easier, which I still think is true. As I mentioned, others are probably better at it than me and so it isn't a big issue for them. Can also always take an immobilize from an epic. Also, to get more specific, for me there is the issue of AV's. I tend to like my characters to be able to solo them, something I know not everyone cares about. Most AV's you can't knock down or even slow much. You really can't control them in any other way to stop their running except either an immobilize or a powerful enough taunt. Them running around doesn't prevent you from soloing them, but it does make it take a lot longer and makes it a lot more annoying. With storm in particular it tends to make lightning storms semi useless, although as said at least freezing rain's debuff "sticks". Even the vaunted illusion/storm with a taunting phantom army will have at least some AV's running from them due to the storms. The easy one to test against is the clockwork king from Tina Macintyre. You can quickly put up a character to level 40 on test server and just go talk to Tina and the clockwork king is always the first mission she gives you, set difficulty to AVs on. I tested that combo because some with it were insisting they never had AV's run from them while others said they were. I threw out phantom army, the king stuck there no problem. I threw a tornado and a lightning storm down and suddenly he was off to the races even with PA taunting. I don't think all AV's tend to run as much which is probably why people were giving different results, but it will at least sometimes be an issue. Unfortunately with a controller you don't even have the ability to take an immobilize in your epic (maybe if they ever release the Utility Belt power pool set I'll jump on illusion/storm). In the end, with my playstyle, it is probably why I tend to like cold over storm anyway. 🙂
-
Was just thinking that. Self heal (like water), but also an aoe immobilize to keep things from running in fear from your tornado's and Lightning storms and to help "shape" things. And of course more -tohit debuffing. I guess others are better at managing it than me, I don't think I could ever play a stormie without an aoe immobilize in the toolkit. Although I guess you can go mace or leviathan epic, but they aren't quite as nice and it shuts you out of other options.
-
You sure about that or did you mean to say doesn't? Still working on my earth controller so haven't tested personally, but per the in-game and city of data numbers he has 100% resistance to psi (which I assume is reduced to the 90% pet res cap in reality). Smash is actually his biggest weakness (at 40%) followed by lethal (at 50%). Those two +res pet IO's should definitely help there (pushing those to 60 and 70%) and something I plan on. Also, superspeed is a good choice, especially since you are picking up hasten anyway almost always. But I think a lot of people overlook infiltration as a great travel power now (assuming you aren't already at the 4 pool limit). Throw one universal travel IO in there and I'm usually getting around 80mph running/jumping, it has the same stealth as SS, better jump height than SS, and unlike SS you can slot a LoTG in it.
-
So, now you go to personal attacks, nice. Notice that I never personally attacked you, and will just wish you a good day.
-
I posted with my personal experience and your response was literally "not sure this is true". And, since you are the one who responded to me first...ditto.
-
Good breakdown here from the old boards: http://web.archive.org/web/20090705110540/http://boards.cityofheroes.com/showflat.php?Board=faq&Number=8925064 And technically it is 123%, but I remember once back on live having a character with exactly that (and no hasten) and it'd sometimes not fire in time and I'd lose it. I think it was server lags and/or maybe if you are the middle of another animation can mess it up. 125% was better but still not perfect. I learned 127% is what I actually needed to never have to worry about it. Typically my goal now is to try and hit at least 107% then, so that when I have a SG base buff of +20% going I don't even have to worry about hitting hasten in time (or needing to go AFK), at least for 90 minutes at a time. Makes dom a lot less of a hassle for me, even if I sometimes forget to hit the SG base. A lot of my characters I tend to shoot for 110% anyway as that is what you typically need for perma hasten, so it isn't TOO hard of a goal to hit. If you are rich enough to not sweat the P2W buff, there is another +15% recharge for up to 8 hours at a time, lowering what you need down to a "mere" 92% with no hasten needed. Not that I don't almost always grab hasten anyway.
-
So, my own experience "isn't true". Got it.
-
I've been playing on HC for most of the time it has existed. I play a decent amount. I've yet to ever reach the inf cap on a character even a single time. I probably have maybe 300 million right now across all my characters for inf on hand. Although, I do have quite a few decked out characters and quite a lot of enhancements in storage. But to this day I don't feel like I have an overabundance of inf yet. Maybe because I don't farm? And I only play the market once in a while. Not overdoing either of those things and this isn't a "problem".
-
Yeah, illusion and to a lessor extend earth control sets are a bit of an exception due to their strong pets that taunt. An illusion controller really doesn't need any defense at all to do this as long as they have enough recharge for perma pa. They might take one hit (as what happened in @Psyonico's video at the 2:13 mark, I think the anti one-shot code may have even saved you there) between summons, but as long as you can survive that maybe one hit you are good. There's also the chance that during that brief time the AV is triangles down and held anyway (think I also saw that in the video), or they go after the phantasm or one of its decoys instead, so often you don't even take one hit. Good show.
-
Can you boost a level 53 Enhancement to 58?
Riverdusk replied to Tailcoat's topic in General Discussion
May just be a case of you can get "regular" enhancements up to level 53, so they set the limit on the AH to level 53 without bothering to code things differently between SO's and IO"s for the ones that max out at 50. But, I don't know how the code is written, so just speculation. While talking about how IO's scale, another common misperception I see is that getting an attuned enhancement of an IO that otherwise maxes out at level 30 for example is way to get them to give you enhancement values scaled up to 50. It doesn't help that the text on the attuned version of the enhancement also gives that impression if you hover over it while you are level 50. But if you slot it and hover over the power you have it slotted in on the management screen instead of the IO, the truth comes out that no, you are only getting level 30 enhancement values afterall. So, typically I go with 30+5 for sets that max at 30, rather than attuned. They need the help and I don' t typically spend a ton of time below level 27.