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Riverdusk

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Everything posted by Riverdusk

  1. Depends on your definition of "new". Why I specifically said in my example someone absolutely brand new to the game probably wouldn't know. Someone who's played a few hours/days and wants to roll a new alt to go along with his first character that got up to level 15 or 20? I'd still consider that player "new" and by that point I'd expect them to know a few basic things. At the very least, how to email 24,000 inf to that new alt or sell things using /ah. Honestly even a player who has played for a few weeks and has several characters into the 30's or 40's I'd still consider "new" personally. Alts are big part of this game (to most people). Regardless, besides the point to me. My main issue is still how this actually makes these cheaper for level 50's (by being able to make them last longer at the same price) and more expensive for everyone pre-50. Those that are against "power creep" shouldn't be happy with these things being even cheaper (relatively) for the characters that are already the most powerful. As I said, I have nothing against the prices being raised, but I prefer just the scale increased so that it actually hits level 50's as well. Overall for what they do, these buffs are cheap even currently imo, for every level. No need to make them even cheaper for level 50's.
  2. Run the tutorial, sell the two big inspirations you get for free on the AH, and you are pretty much on the way to the whole 24,000 inf you need at level 1. At the least you'll tend to get the 8k you need for 8 hours of the most important amp (the defensive one). I'd hardly call that a marketeering tactic. You basically just have to know the AH exists. Someone absolutely new to the game maybe wouldn't know, but it hardly takes long to learn /ah or to get together enough inf at low levels to afford them.
  3. If that is the real reasoning then I find it egregious on two fronts. One, it is a change made due to powerlevelers/farmers which hurts those of us that don't do that much more than the powergamers themselves. Two, it ironically encourages more powerleveling/farming in order to afford/ignore the raised prices for pre level 50's.
  4. I have no problem with the P2W buffs costing more, but with this change they cost exactly the same as before if you are level 50. The price increase is only for those under level 50. So, this change seems to be, lets punish the newbies/alts?
  5. Can find some of the numbers/info on the wiki as well: https://hcwiki.cityofheroes.dev/wiki/Incarnate_System Although can't always be 100% sure of the info, for instance the wiki says Diamagnetic does -15% regen per application and above someone pointed to City of Data where it says -10%? Either way, still really bad values when the AV you need it for resists about 85% of it.
  6. Yeah, trying not to get too excited by it. Afraid they might realize they finally made a good sentinel set and have to do something about that. 😉
  7. After testing I can see one other thing that is going to prevent me from running this set. The noise of it. Unlike most other toggles now a days, the sound effects of the stone armor toggles never seem to fade. Running crystal armor, minerals, and brimstone all together is quite the cacophony. Tested on both a scrapper and a brute and tested several different versions (normal, minimal, color tinted) and they are all noisy that eventually drives me crazy listening to it. Can we get the sound fx on the toggles to fade after a few seconds?
  8. Same. Keep them ticking down then would be my vote. As a matter of fact, the logic of this change makes no real sense as the top price is staying the same. If they are so much better now and can last so much longer, they actually should cost a lot more than 2.5 million per hour shouldn't they? You are literally only punishing lower level characters using them while buffing them for level 50's using them. Maybe just double the price and keep the scaling so that it scales from 2,000 at level 1 up to 5 million per hour at 50?
  9. 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.
  10. 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?
  11. 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.
  12. 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.
  13. 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.
  14. 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.
  15. 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. 🙂
  16. 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.
  17. 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
  18. 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.
  19. 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.
  20. And you can grab up to 8 hours at a time worth (so keep clicking on it if you want multiple hours).
  21. 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.
  22. 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.
  23. 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. 🙂
  24. 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.
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