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macskull

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Everything posted by macskull

  1. I have no horse in this race because I don't go out of my way to get badges unless they're required for accolades. That being said, if someone is capable of building a character and playing it well enough to do a solo Mo* run, what's the problem? Greater difficulty should come through harder content, not mandatory nerfing of players. It's all well and good to add new badges with increased challenge levels but I've never been a fan of making existing badges harder to get since it goes against the trend that's been established during the game's post-shutdown development.
  2. The bug with Burn was fixed on the beta server at some point in late 2019, I believe, but the fix so drastically reduced Burn's performance the fix got reverted and pushed until a later date. I remember doing the math and seeing it was doing something less than 1/4 of its current damage. CPH has already stated Burn's going to get fixed for real this time when the entire set receives a balance pass. I'll miss it on my Blaster though, that's for sure.
  3. Big /jranger on this one. Sure, the arena interface and swiss draw being horribly broken make some of these a nightmare, but if anything that should be reason to rewrite the arena interface rather than make purchasable badges. I'm cautiously optimistic about this happening in the future, especially given Faultline's comment upthread. IMO the only badges which should be purchasable are badges tied to a specific time-locked event, like the old anniversary badges are now.
  4. Only if it stays off in PvP. On the other hand, I'm not sure why PB needs to boost knockback anyways. Knockback enhancements are already on their own schedule with an ED "cap" that's roughly twice as high as anything else for no reason at all. Knockback is so binary in this game that you're either going to fail to knock a target due to high amounts of KB protection and resistance, or you'll easily KB them regardless of how your powers are slotted. If you reeeeeeeeeeally wanna eke out some extra distance, SG base empowerment stations give 90 minutes of 60% knockback boost.
  5. The recent buffs to cast time (assuming you're talking Devices and not Traps here) mean you can run into a mob while stealthed and start casting it and it'll go off right as the rest of the team jumps in.
  6. Looks like they got themselves into a box of Cap'n Crunch Oops All Swords over there.
  7. So the game basically has four melee DPS ATs right now. Sure, you could make the argument that Tankers aren't melee DPS but the Tanker damage scale and target cap/radius buffs suggest otherwise and prior to those buffs Tankers struggled to find a clear role in the context of the game. At least in the case of the melee ATs the similarities can be excused because there are clear and obvious playstyle differences due to AT inherent powers. Sentinels unfortunately get stuck with a downright awful inherent power and give up too much for what they gain. It's like the developers set out to make a new ranged damage AT and then kneecapped their ability to deal damage at every possible opportunity (haha pun!).
  8. I'm not at all worried about HC's population as long as the monthly donation window closes as fast as it does. There's been a definite spike in population since the last update but that's pretty typical - steady decline of players once the "new shiny" wears off which bumps back up again when new content is released. HC releases major updates at a slower pace than the other CoH servers so it's no surprise there's a population decline but when HC's lowest populations are orders of magnitude higher than other servers' highest populations it's not particularly worrying. That being said, HC can't advertise due to agreements with NCSoft (so we are told anyways) so relies entirely on word of mouth to maintain its population. Old-time players who haven't heard the game is back over the last two and a half years will sometimes find it and trickle back in but getting new people involved is important for the health of the game too. Streaming and videos are probably the single best way to promote the game in the current environment - whether people understand it or not is irrelevant.
  9. Slog through a series of missions in which none of your powers work like they're supposed to, all buffs on your character are subject to diminishing returns, and performing any action triggers unavoidable travel suppression.
  10. Anecdotal evidence here, but the streaming ban really put a damper on my desire to play as often as I used to. It also hurt the PvP community quite a bit because players were relegated to having to watch private, invite-only streams for PvP events and as a result there's very little PvP footage out there from the period when streaming was banned.
  11. Keep in mind that's only really useful in a "something is actually broken" sense if you have a whole lot of entries. A few dozen - hell, even several hundred - entries may still not be enough to prove anything.
  12. Yeah, I'm over here like "I didn't realize it went anywhere."
  13. Temporary powers are disabled in iTrials?
  14. You can slot it at level 7. Totally worth the slot if you have a power that can take it.
  15. I must have missed this, where is this in the patch notes?
  16. Sorry. My post wasn't directed at you, just at the existence of this thread in general.
  17. (This is how this proc gets nerfed)
  18. Eh, I'd expect them to still be 10m. These turn into a huge inf sink and I doubt sales would go up significantly if they were only 22.5m.
  19. That's the purpose of pretty much everything at the P2W vendors. They could've made everything there free but chose not to.
  20. This is why I use Reactive on a few characters but the rest of the interface procs are so awful that I don't bother.
  21. This is part of the reason degenerative is the only really worthwhile interface ability (and to a much lesser extent, reactive). AV resistance isn't a thing for -HP and -res.
  22. I feel like this is a solution for a non-existent problem. If you're leveling the "normal" way and buy 8 hours of amplifiers at level 1 with some inf you emailed yourself you're not getting that many levels before those 8 hours are up.
  23. No thanks. That effectively stops amplifiers from working as an inf sink for level 50s.
  24. I'm with the others here - if it's a decision between 1) amplifier timers still run while temp powers are disabled but the cost scales by level and 2) amplifier timers do not run while temp powers are disabled but costs are fixed at 2.5m/hr for all levels, I'll stick with option 1. Amplifiers are a nice extra in the low levels when a character can barely afford enhancements - setting the cost at 2.5m/hr regardless of level eliminates that flexibility.
  25. How is this different from most Blasters already?
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