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Everything posted by macskull
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You are assuming the Scrapper does nothing and simply stands there which is in no way representative of anything that will actually happen during gameplay.
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You're misunderstanding what "multiple sources" means. In this context "multiple sources" is "multiple critters attacking at the same time." In that situation, while the defense-based build has higher survivability on paper, the more sources of incoming damage the more likely the defense-based character is to take enough damage to rapidly kill it.
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For some melee characters, Force Fields was obsolete on launch day. For everyone else, it was made obsolete in 2005 when Cold showed up. The only reason it didn't totally go away is because you couldn't play Cold on heroside until I12. Further powerset proliferation and "any AT can be played redside or blueside" only exacerbated it. A set which only offers defense (yes, it does offer a few other things like... repel, knockback, and cage) is useful when defense is required but quickly loses its appeal once the extra defense doesn't matter. Meanwhile, there are sets which provide defense and other things so even if everyone has a bunch of defense those sets are still contributing something. Thankfully, CoH isn't "most MMOs" and certain ATs and powersets aren't required to complete any of the content in the game. Regardless, the situation you are describing (where only outside buffs could get you past a certain point) is not possible with the game engine. I'm not sure whether you're saying -tohit is or isn't affected by the purple patch, but if you're saying it's not, then you've found a bug. There should not be any sources of -tohit (or any debuff really) which are unaffected by level difference. As for the rest of this... sure, you could implement diminishing returns on certain types of buffs (see: issue 13 PvP changes) but then you'd run into the problem of not having anyone left around to enjoy your "newly balanced" game since they'd be going off to one of the other CoH servers which chose not to implement such a boneheaded change.
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Believe it or not, Defenders actually have a secondary powerset which they are perfectly capable of using and which also benefits from their inherent, allowing them to deal damage/debuff at a reduced endurance cost if they've done what they can with their primary.
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Attack damage is based on the damage scale and AT modifier, and damage scale is based on recharge time and areafactor (a weird calculation which takes into account radius and arc for AoE attacks, and which is equal to 1 for single-target attacks). The Blaster/Dominator secondary powers are "altered" in that they have higher recharge times than their comparable melee versions which results in higher damage scale and as a result higher DPA.
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This has got to be one of the worst hot takes I've seen in this thread. Force Fields is in need of a buff because defense is all it does. If it were the only set which gave ally defense it would not be in this situation, but in reality it's completely outclassed by sets like Traps, Cold, and Time simply because those sets offer defense and other useful buffs/debuffs. -Tohit is useful to a point but unlike defense it's subject to the purple patch and archvillain resistance, meaning any value of -tohit needs to be absurdly large to still be valuable. If you implement a lower defense hardcap, -tohit is not magically improved but rather is completely unaffected. Calling this game "strategic-like" is laughable. A team of almost any sort of characters can be successful in almost any sort of content as long as the people at the keyboard aren't trying to wear their pants as a hat.
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It's also worth pointing out the example you gave is an oddity because the Blaster damage scale for Snap Shot should be 0.68 as well. No idea why it's 0.84, which would be consistent with a 3-second recharge time.
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Scale is irrelevant since it is based on recharge time and is not an AT-specific thing.
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Adding elusivity to melee set armors is probably the simplest way to accomplish this - it does nothing to change defense but it potentially gives defense-based melee an easier go against higher-level/higher-rank targets. But again... extra work to fix something that ain't broken.
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Why not? Sure we do, but that's not what this discussion is about.
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Most comments on PvP videos on Reddit are usually something like "I can't tell what's going on" or "I don't like your UI layout."
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Accolades go away when changing to vigilante from Villain
macskull replied to Ukase's topic in Bug Reports
It doesn't happen all the time but I've had it happen on a few occasions. Going all the way to the opposite alignment and then to the desired Rogue/Vigilante has fixed it every time. -
You're missing one of the key issues: every time I jump into a mob of +4x8 enemies on my softcapped <insert character here> I'm taking a gamble. I don't know that I will survive the encounter or even the alpha - there's a not-insignificant chance multiple mobs get hits in and if I'm not fast enough on the inspirations I'm taking a dirt nap. This disparity gets worse on characters with lower HP (pretty much everything that isn't a Scrapper, Tanker, or Brute).
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"Things that aren't tanks and brutes should have a lower cap on defense" is a poor argument because it completely ignores both differences in resistance caps and differences in base and max hit points. A Blaster with 45% defense is not as survivable as a Tanker with 45% defense, for example. In most cases, the Tanker would be at least 50% more survivable simply by virtue of having a much larger HP pool.
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I think the point of this thread is really that Stalkers need their melee damage scale to be at least doubled.
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Honestly I think Fire Blast needs buffs. Maybe some secondary effects and the ability to slot some damage procs would be nice. (Also, giving the Clobber treatment to mez powers on non-Sentinel sets, since they actually did that one right for Sentinels. It's mostly just the sets which give up a T3 blast or snipe in exchange for a crappy mez that are seen as weaker.)
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Double XP, could there be something weird about it?
macskull replied to Sovera's topic in Bug Reports
About the only time it's actually worth using is for veteran levels, since XP boosters stop working once you hit 50. Maaaaaaaybe it's worth using once you hit the low-to-mid 40s but even those go by pretty quick. -
Nah, if you watch the video the pylon goes down just about the same time as they start the animation for the second Freezing Rain after hitting Burnout.
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Make everything stop cancelling placate in PvP
macskull replied to Monos King's topic in Suggestions & Feedback
To be clear, there's still no placate protection. Placate and taunt are the only status effects which don't have protection, only resistance. -
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One Scrapper if that, usually it's another Blaster and one of those three Corruptors is also another Blaster.
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Homecoming Code of Conduct Update - May 13th, 2021
macskull replied to Jimmy's topic in Announcements
The good news is this announcement has not changed your ability to do that. -
Seems like this is only for the Brute version, but its text description somehow got replaced by the text for the experimental version of Dark Consumption that never made it off the beta server.
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Hate to burst your bubble (haha) but values beyond the hardcap are still calculated, the game doesn't just go "oh you're at the cap, time to forget everything past that!" Example: a Tanker has 120% fire resistance, which gets capped at 90% by the game because limits but the game is still calculating the uncapped value. If that Tanker gets hit with a resistance debuff they resist the entire debuff, not 90% of it. Along the same lines, if the game capped my defense at 40% but I had 100% before cap, I'd need to get hit with 60% -def before I went below 40%. So no, lowering the defense hardcap will not make defense buffers more valuable. EDIT: Besides, all that change would accomplish is reduce build variety and unfairly punish the sets which primarily rely on defense for mitigation (SR, Energy Aura, Shield) which still have the downside of being vulnerable to multiple rapid lucky hits. EDIT 2: I guess it would also make higher-difficulty content substantially harder since mob rank/level accuracy bonuses are applied after the clamp, not before, which really just means teams that struggle through content would struggle even more while teams having an easy go of it would not be substantially impacted. One way you could implement your suggestion is by bringing PvP-style diminishing returns into PvE but then you'd have the misfortune of watching players leave in droves for a server which chose not to implement such an asinine system.
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Not really, you'll just end up with players picking up different power picks and slotting them differently. Besides, after several iterations of buffing Blasters because apparently they were too squishy I hardly think limiting set bonuses on them is in the cards.