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Everything posted by macskull
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Remove all movement penalties from Super Speed
macskull replied to xl8's topic in Suggestions & Feedback
Fun fact: travel suppression is disabled entirely in PvP yet is still present in PvE so this argument isn't a good one. -
I think one more thing that could stand to be locked is this thread, since the last ~3.5 months have been necro posts by the OP.
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PB doesn't affect Cold shields.
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Endurance and recovery are separate mechanics, just like regeneration and health. PB has never affected recovery or regeneration. Neither the descriptive text nor the power attributes say the power affects recovery, just endurance drains (and since +end is just negative endurance drain it is also affected).
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The absorb cap is equivalent to the target AT's base hit points: 803 for MMs, 1017 for most squishies, 1071 for Corruptors/EATs, 1205 for Stalkers/Sentinels/Blasters, 1339 for Scrappers, 1499 for Brutes, and 1874 for Tankers. It used to but that was changed in late 2019 IIRC, along with the interaction between multiple +special powers (+special would boost +special so people were using things like Clarion and Power Boost to do some pretty silly things).
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Nothing was changed re: endurance costs in the previous major patch, or in any smaller patch since then.
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What are you guys doing to revive PvP? A suggestion.
macskull replied to Illy's topic in Suggestions & Feedback
The mez system still favors Dominators and Controllers, but the PvP system as a whole favors damage dealers. Even back on live during large-team PvP events with AT limits teams would run Blasters and Dominators but Nature is sorta overtuned right now so people started swapping out the Doms for Corruptors (Scourge is nice and having 1070 base HP instead of 1017 makes builds less tight). -
What are you guys doing to revive PvP? A suggestion.
macskull replied to Illy's topic in Suggestions & Feedback
In an environment where even a one-or-two-second mez can get you killed, an eight-second one (before enhancements or other boosts) is indefensible. You're approaching this from an either/or perspective where the options were either to rein in blasters or nerf Dark Grasp when in reality that isn't at all the case. All outlier mez durations were adjusted - some were made longer, some were made shorter, Blasters got the +range from their snipes removed in PvP, and there's still been talk about how to approach Blaster balance. It's not like it's being ignored. AT limits (and limitations on certain powersets, e.g. Poison) have been a part of team PvP in this game pretty much since HC came back. Zone PvP is a different matter entirely and you can't really "police" things at all in that environment. The I13 changes had the unfortunate effect of making Dominators and non-support Controllers way worse in a team PvP environment than they used to be and I know you're a Dom main so I absolutely understand the frustration but giving those ATs intentionally broken powers isn't the right way to fix things. -
What are you guys doing to revive PvP? A suggestion.
macskull replied to Illy's topic in Suggestions & Feedback
It's been discussed on the PvP Discord before, but most people lack the coding knowledge to make it happen and those who do have the knowledge lack the time and resources. -
What are you guys doing to revive PvP? A suggestion.
macskull replied to Illy's topic in Suggestions & Feedback
To be entirely fair, the Dark Control hold was completely broken and getting hit by it was a death sentence. -
WTB the version of CIT a different server has so I don't have to guess which character has that random PvP IO sitting on it...
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Redside DFBs and low level Redside support. (Not much)
macskull replied to Snarky's topic in General Discussion
People can make excuses for lower redside population all they want (zone layout, graphics, enemy factions, etc) but redside has never had a large playerbase. It was added over a year after the game launched and required a separate purchase, and then I18 put the nail in the coffin when you were finally allowed to create any AT blueside so the only real reason to play redside (the villain ATs) was gone. The live devs as much acknowledged this when they merged the hero and villain markets. -
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.
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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.
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Only way GIS gets better is by either reducing its animation time or increasing its recharge (which raises damage scale).
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My vote: leave the proc system alone.
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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.
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Fire/Fire Blaster. No explanation needed.
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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.
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Can powerboost affect knockback again please?
macskull replied to 0th Power's topic in Suggestions & Feedback
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. -
issue 27 [Beta] Patch Notes for June 6th, 2021
macskull replied to Faultline's topic in [Open Beta] Patch Notes
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. -
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.
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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.