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macskull

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Everything posted by macskull

  1. Based on all available evidence the end goal would appear to be "offensive procs are less powerful than they are now." It's the how we get there which is significantly more up in the air and based on how testing has gone over the last two years I would not be surprised to see multiple completely different iterations of proc changes before they even make it to HC beta. The powers dev has thrown around many different ideas for how to change procs, so if there's anything set it's probably set in slightly damp sand rather than stone.
  2. You'd need to recharge to be about 13 seconds for GIS's DPA to exceed Ice Sword, even with a 12s recharge GIS is still a worse choice than plain ol' Ice Sword.
  3. Only way GIS gets better is by either reducing its animation time or increasing its recharge (which raises damage scale).
  4. My vote: leave the proc system alone.
  5. None of those really matter when you can take everything out before it gets you. Honestly Burn on its own is worth more than entire other secondaries in some cases.
  6. I assume we are talking about CoH here, in which case this has never been true even as a general rule. The DPS part, sure, but teams heavier on the buff/debuff side of things vs the tank/heal side of things have almost always had an easier go of most of this game's content.
  7. Fire/Fire Blaster. No explanation needed.
  8. Even if you increased NPC hit points across the board by a factor of, I dunno, ten, it still wouldn't make most mobs a competition. The mobs which are already difficult would still be difficult and the easy ones would not be any harder, it would just take longer to defeat them. It might make AV fights a bit more difficult because regen scales with HP, but really all it's doing is slowing down the game for no real gain.
  9. Nah, it was more a commentary on how casual-unfriendly this game is under the hood when compared to what you see at the surface level. It's pretty easy to pick up and just play but it gets really complicated really fast.
  10. This happened in I11 when Acrobatics was reduced from mag 100 to mag 9, and it was probably for mostly-PvP-related reasons (because at the time you could not separate PvE and PvP effects to the point you can today) but when the I13 PvP overhaul happened it didn't get reverted for PvE which tells me there was probably some PvE-specific reason as well.
  11. No, that's not what I'm telling you. You stated PvP was "more about getting favorable rolls than actual skills/reflexes." I'm telling you your statement is incorrect. I did not say PvP does not use dice rolls but rather in most cases the outcome of a given encounter relies far less on those dice rolls than it does the skill of the players involved. This can be proven by giving a new PvPer and an experienced PvPer identical builds/characters then having them fight each other and watching the results. To use your example from a later post (the "blast will follow you around corners" bit) - yes, obviously the dice roll will determine whether that attack will hit you. Player skill will determine whether that dice roll happens in the first place based on things like movement, creative use of map geometry, strategic timing of mez powers, etc.
  12. I'm amazed there are people who think this as CoH has always been casual-friendly in the "pick any build with any powers and any slotting and you can at least be somewhat effective most of the time" sense, or maybe the "you can still enjoy the game even if you only jump on for an hour or two once or twice a week" sense. Where the casual-friendliness drops off really fast is when you start digging beneath the surface to figure out how the game actually works. Try explaining to a new player how hit chance is calculated, or how resistible resistance debuffs are resisted by damage resistance, and then watch as their eyes slowly glaze over.
  13. The situation you are describing still happens in the game today. I've lost track of the number of times I've seen "need heals" or "need a tank" for stuff in LFG. Hell, I vividly remember an exchange with another player when I was looking for an 8th member for a speed MLTF run - the player asked whether they should bring DPS or support and I replied with something like "don't care, just get here," and they could not wrap their head around the idea that I did not care what they brought so they called me stupid and joined a different team which ended up finishing the first mission by the time we'd finished the entire TF. A good player knows that with rare exceptions the person at the keyboard is far more important than what character they're playing and that's been true since launch day.
  14. That's not really a "trinity," and you're missing two of the five launch ATs from that list anyways. I'm pretty sure if you said "trinity" to any RPG player from the last two decades the vast majority would respond with some variation of "tank/DPS/heal" - except that was never a thing in CoH because 1) this game was intentionally designed so you never needed all three (or sometimes, even two of the three) to be successful and 2) this game was accidentally designed to be laughably easy to the point where pretty much any character can solo most content successfully.
  15. It's been known for a while that resistance-based sets (Rad, Elec, etc) tend to perform better on Brutes while mixed mitigation sets (WP, Bio, etc) tend to perform better on Tankers. Part of this is pretty much because the devs responsible for the I13 changes really only looked at HP and ignored everything else. More on-topic though, these changes look solid.
  16. That's an extremely watered-down and almost entirely incorrect assessment of how PvP in this game actually works. I think Faultline was more referring to PvP diminishing returns (basically, depending on your initial res/def values your T9 might only give you a few points more instead of the massive increase you'd see in PvE).
  17. It's kind of telling how the "best deal" in Elec is a power you can't actually control or take full advantage of.
  18. Fire/Fire Blaster is the only correct answer to this question.
  19. Honestly the best thing VS does is give you a 20% damage boost for something like 10 seconds. It's a pretty crap power other than this and its one piddly attack isn't otherwise worth the constant animation time and end cost to keep resummoning it.
  20. Melee is waaaaay worse off with travel suppression than without.
  21. ...but will still fall behind a blapper with fire as its primary.
  22. They certainly weren't in the game files at shutdown like, say, Primalist was.
  23. I think they were saying "players want to get rid of the T9s with crashes and replace them with something better," but they were simultaneously bashing players' desires to have powers that aren't auto-skips.
  24. Coding limitation. If a power provides both enhanceable resistance and enhanceable defense, that power has to ignore outside strength buffs (e.g. Power Boost, Clarion). If it didn't, the resistance portion would also be affected by outside strength buffs. This sounds kind of like a "whatever, no big deal," until you learn that the eldritch gods which coded this game somehow inextricably linked damage and damage resistance together, so any damage bonus you have would also affect how much resistance you are getting. Fade from Dark Affinity was bugged in this way for quite a while - you could chomp a whole bunch of reds and get some silly resistance values out of it.
  25. This would imply mobs are unable to target and fire at you during the ~3-second activation time for said nuke, which is not the case (even if I were stealthed, starting to animate an enemy-affecting power drops it), and I have a nuke up every single spawn, which is also definitely not the case. You're also putting words in my mouth. I never said I was "taking some great gamble." I know I probably will be fine but that does not entirely eliminate the randomness of defense.
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