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Riverdusk
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Everything posted by Riverdusk
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Fair enough, but I feel people already game things with the current cap at 90%. I know more than once I've seen calculations done as to exactly how much recharge you can slot into aim or build up to have the gaussian proc at exactly 90%. I don't know that things would change much by lowering it a bit. Overall I'm with you, I like procs generally the way they are and feel they help the game more than they hurt. Most importantly I find them fun in adding new and varied build opportunities.
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The biggest issue I've seen raised mostly has to do with super long recharge powers getting that 90% chance to proc (Guassian being the obvious example). But also in some of the epic attacks/holds in particular. If there does need to be a "fix" to me the easiest one would be to just lower the chance cap. Having it be 90% in the first place seemed to be kind of an arbitrary number? So, instead of 90% make it say 75%? Just throwing it out as an example, the actual cap number could be tweaked to whatever. That would leave putting procs in "normal" powers alone while curbing some of the outliers.
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Get to around 105% global recharge, use SG base +20% recharge buff. Perma dom achieved for 90 minutes at a time without having to worry about keeping hasten up. Click hasten manually. Thankfully allows me to go afk whenever I need, for up to 90 minutes at a time anyway.
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AV/GM Killer - Can solo hard content and team?
Riverdusk replied to Arcadian-Prime's topic in Archetypes
That's what red inspirations are for. Max out your damage to start, then much easier to finish the AV/GM off by the time you run out. -
The Dismiss command doesn't leave a body, only Release does. You can't "Release" individual pets. Hence the macro I posted which dismisses the zombies and grave knights to get them out of the way, and leaves only the lich body behind.
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It is actually super easy to happen. Just use the following macro: /bind <key of your choice> "petcom_pow Zombie dismiss$$petcom_pow Grave dismiss$$releasepets" Boom, dead lich body alone and ready for you to extract whenever you want. Drawback is though that it kills off all your pets and you have to resummon everything. But with how cheap and fast recharging MM pets are now, it isn't that big a deal anymore. At the same time, with how easy it already is now, it really is just a QoL thing at this point. I'd say just let us summon the ghost directly instead of having to waste 15 seconds or so going through the rigmarole every 5 minutes of that silly dance in order for me to get that Wraith out. I guess another alternative would be to give us a command that would let us release individual pets that leave a body behind instead of the only way of doing it killing off our entire army.
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I think a tohit debuff would work better and still be thematic. Your eyes are a bit blurry after just waking up so it is harder to aim for a short while. 🙂 This has actually been suggested by others, so just repeating the idea as I thought it a good one.
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Was thinking the same for a long time, not sure about 50%, but it wouldn't hurt for council to get hit with an xp penalty of some sort. Freakshow actually already have an xp penalty (instituted way back in Issue 16), although no where near 50%. The addition of Super Stunners I think also helped balance Freakshow out a bit. Council really have nothing with any special threatening powers at all, so another option would be to at least give them their own version of a "super stunner", with different mechanics/debuffs of course. Council really are the joke of CoH currently.
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It is interesting that almost all of these "problem" enemies are pretty easily countered by having a good controller or two on the team. 😉
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MM Primary Comparison: Standard Environment Testing
Riverdusk replied to Galaxy Brain's topic in Mastermind
Same, mercs have a great "feel" to them imo. They were my first 50 MM on live. Would love to see some buffs to them to at least make them "average". Think I've seen it suggested before by others, but the best idea I always liked would be changing the Serum power to the "medic" soldier you can call in that has some healing and that also has leadership powers (aoe +dam, +def, and +tohit). Another obvious bonus it would then be a spot for some of those pet IO's. Replace the medic soldier that exists now to another dps attacker instead. -
Funnily enough freakshow I find is one of the tougher mobs for this combo just because of that annoying auto hit super stunner rez and them being melee pets. It is hard for them not to get whacked by it and all that defense is worthless against it. That is while you are in a big team or have difficulty set up high enough of course. Solo on more moderate difficulties you don't tend to get many super stunners and they are mild enough they can power through them. Anyway, just hit level 50 on mine the other night, still enjoying it. 😀
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Was going to say, I already added a link to it from both Steam and GoG Galaxy. GoG Galaxy can also track your playtime, so you can see how many hours you are wasting...I mean enjoying playing CoH. Steam doesn't seem to want to track playtime of "non-steam" games.
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You want a controller with tohit debuffs and /cold, your choices would be dark/cold or illusion/cold. Both should be nice.
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I like what Rebirth did with Ice Melee here.
Riverdusk replied to Solarverse's topic in General Discussion
From the video they also made frozen fists much less lackluster (basically made it a clone of stone fist with the faster animation time). That'd move its dpa from the pathetic 44 it is now to a much more respectable 71. It'd actually have better dpa than greater ice sword anyway. So, another attack isn't as needed and you'd actually still be better off skipping greater ice sword (unless they buffed that too). Anyway, as I said, to me getting rid of ice patch just makes it the same as every other attack set (except it uses ice!). -
Yep, it isn't so bad anymore. One of the funniest things I remember back in the day when hover was so slow and stealth still had a movement penalty is if you turned both on it basically froze you in place.
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I like what Rebirth did with Ice Melee here.
Riverdusk replied to Solarverse's topic in General Discussion
Not liking at all that they dropped ice patch. It is what makes ice melee somewhat unique. So, that'd be a big no from me. I do like the new animation choices though. I also like that it appears they sped up frozen fist's animation (one quick punch instead of the ugly slow double punch), which is something I've suggested. -
Devs have said they are still "looking at" MM's, so who knows. That'd be for the AT in general though, this particular combo doesn't seem particularly weak to me among the various MM's I've tried. Mercs, ninja's, and necro all seem to need more help than beasts imo, and cold is one of the strongest support sets there is.
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Not sure who this is in response to? I thought both Sovera and my responses were respectful and helpful? Maybe a post got deleted?
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Yes, at base (0 stacks) it gives +5% defense and +100% regen. Each stack gives another +1% defense and +20% regen. You can enhance as normal to improve those numbers.
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Yeah, love my beast/cold and it works very well so far (just hit level 35 on mine), but I IO early and hard on my MM's. I can see where it'd be tough with just SO's. For "healing" I actually slot up fortify pack for regen rather than defense as I can soft cap their defense without it (and eventually a lot of the beasts get a heal and +regen power of their own to add to it along with the +regen pet ATO can add up to a lot of regen). All that along with passing them green inspirations once in a while usually takes care of the few hits that get through. I actually had medicine pool for a while but respeced out of it, felt like a waste of time. For an SO build, thermal as @Sovera said would probably work easier. Dark would also be strong (did a beast/dark myself to 50 already and enjoyed it). Also heard good things about nature and would be very thematic. Cold is great on a team though as you saw.
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They must be, Not much a brute player, but Energy Aura is flat out amazing on both scrappers and stalkers where I've tried it.
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Almost all my squishies get a 3 piece gladiator's armor set. And yep, the 3 kb protect I get from doing that is enough that I am surprised the rare time I get knocked down. Probably a fake nem staff force bolt is the most often it actually happens which is definitely over mag 4.
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Nah, accuracy is kind of their main drawback, but there are ways around that if you really want to focus on it. Tactics, global accuracy bonuses, defense debuffs, etc. I kind of like that as the AT's most in need of an extra attack or two tend to be the ones more likely to have +tohit or -defense debuffs built in to their sets. So, it kind of works out nicely. From what I've seen global recharge works, so you can already get their recharges down. Damage a lot of times are decent, that one is more dependent on the power. Endurance actually can be a bigger issue as some of them can wreck that. Most seem fine as is (and some are actually a bit OP if anything).
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Unless you are really stuck on illusion, I'd think a plant/TA would potentially be the "farmiest" controller possible (although I know a lot swear by plant/storm). Plant has better aoe and pretty much just as safe as illusion, just throw seeds of confusion and creepers instead of phantom army and spectral terror.
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It was the combo I used to suggest to people that REALLY wanted to be "healers" back in the day. Not a role I'd suggest for this game, but it was the best for it if someone insisted, as at least they could throw out a phantom army and a spectral terror in between healing and buffing without any trouble (and have an easier time avoiding aggro) instead of having blasts they never used as a defender. Still, it is a good enough combo if you like it, but yeah, not a whole lot of synergy. Honestly illusion is good enough you don't need any synergy, but it of course is more optimal to have some.