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macskull

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Everything posted by macskull

  1. If you don’t want redraw canceling to be a thing, bring it up for a vote. If you’re going to play the “I’m taking my ball and going home” game, then congrats, you’re causing a self-fulfilling prophecy. You’ve been pretty doom and gloom about PvP in this game and so far every other team is still playing and having fun.
  2. That's a big no from me, ghost rider. I give zero fucks about badges aside from accolades and 95% of the game's playerbase is probably in the same boat.
  3. First, you seem to have ignored the part of my post where Positron said they wanted to decouple activation and root times in PvP. This is exactly what animation canceling achieves. Next, you're saying that animation canceling is an exploit because a player that should have died can move. You're missing the point - even with animation canceling the player is still unable to do anything except move. They can't heal, they can't phase, they can't jaunt, or anything else - they're still 100% reliant on outside help or luck to survive during that activation window. Is animation canceling a 2.5-second power less risky than not animation canceling it? Absolutely, but using that power in the first place is still risky. Regardless, let's continue on your line of thinking. You are saying animation canceling is an exploit but then you say "oh it's okay if it's being done via jump canceling because that takes skill." So... pick a side here. Emotes, redraw, and jump canceling achieve the same exact result, the only difference is how you get there. You can't say animation canceling is an exploit but then be okay with it if it's done a certain way. There are only a few emotes that allow players to animation cancel. Those should probably be fixed because they don't follow the standard emote rules. The redraw one is harder to work with because it'd require an overhaul of the animations system. Sure, you can ban Crey pistol or whatever, but that doesn't solve anything because anyone with a power that causes redraw can still animation cancel, and those powers are way more common than you'd think. You also seem to be missing the point about whether animation canceling gives a player or team a competitive advantage. Animation canceling isn't going to magically make a player beat another player. All things being equal, the person using animation canceling might come out on top, but since all things aren't equal most times it isn't going to be the deciding factor. I seem to recall a series of 8v8 matches earlier this week in which one team decided to start animation canceling midway through the matches and still lost every match.
  4. So first of all, say hello to the rest of Incursion for me, OP. I can't find the post anymore because the old live forums are long gone, but I very specifically remember a post from Positron saying being able to decouple power cast times from animation/root times was something they really wanted to do for PvP but were unable to because you can't change it in one place (PvP) but not the other (PvE). That being said... animation canceling has been around as long as this game's existed. You've never needed to use emotes or binds/macros with redraw to do it. If you jump and time power casts right, you can do it. Hell, sometimes it just happens without the player doing anything intentional. It has to do with a bug in the animations system that's been present since day one and is probably not possible to fix, or it would've been done a long time ago. You also seem to have a basic misunderstanding of what animation canceling actually does. The only thing animation canceling allows you to do is move around during the time when you'd otherwise be rooted in animation. You can't activate any other powers. If I animation cancel a power with a three second cast time, I'm still unable to defend myself during that cast time. The only difference is I'm not locked in place. For what it's worth, even discounting animation canceling an intelligent player will activate a power with a long cast time at the top of a jump so by the time they hit the ground the animation is finished or almost finished and they can continue moving (and their momentum has been carrying them during the rest of the cast time so they haven't been stationary anyways). In your two points: Bitter Freeze Ray: it's got a 2.5-second cast time. If I animation cancel that about the only advantage I have is that I can stick with the target to hit a followup attack, but that's a full 2.5 seconds my target has to move, jaunt, phase, get healed, whatever else. Meanwhile I'm still stuck in a power activation for 2.5 seconds so if I get attacked during that window I can do literally nothing. Absorb Pain: did you know AP has the same exact cast time as Heal Other? An intelligent Emp doesn't need to animation cancel that heal because they will be in a good spot when they use the power in the first place or they'll jaunt right afterwards. Additionally, the redraw method of animation canceling causes you to lose target, which is the last thing I want to do when I'm trying to ensure a teammate gets healed. Does animation canceling provide an advantage? Absolutely, but it will not entirely make up for poor gameplay. A good player or team not using animation canceling will beat a worse player or team using animation canceling. Besides, animation canceling isn't an "exploit" that is only limited to certain sets, or classes, or people - anyone can use it. It also has a possible positive side effect of making melee characters useful in the fast-moving PvP in this game simply because they can keep up with a target and actually get melee attacks off. TL;DR: There's no "issue" here, animation canceling has been around since the game launched, and the OP's suggestions would do nothing to fix it.
  5. One of them is enough to make a tower or AV intangible. Most people don't take those powers because they're such fringe use cases (but I have a Fire/Sonic Corruptor that I made for this specific reason).
  6. What would I change about Dominators? Bring back pre-I15 Psi Assault. I miss old PSW.
  7. Ehhh... the only PvP zone that's consistently active across all the servers is RV on Indomitable and there's pretty much nothing you can do to change that. Adding more PvP-enabled zones will probably not spread the PvP population out more, the new zones will just be dead.
  8. I'm partial to "Apemage," personally, since that's the order people usually run them in. And it sounds funnier.
  9. Still higher than any other kind as far as I know.
  10. Fun fact: Twilight Grasp from Dark Miasma/Affinity sort of does something like this. If you die during the animation and the attack lands, the heal will actually restore HP and revive you. Granted, that's a bug but...
  11. They've been bouncing from 30-50 million for a while now. I remember seeing them north of 100 for a while, I think they were as high as 150 last summer.
  12. I'll take "Words I never thought I'd read on the CoH forums" for 400, Alex.
  13. Can confirm, this is how it works. Poison Trap is an excellent place for the Entomb proc because it'll fire almost every time you use the power.
  14. The power you use that affect NPCs will have PvE effects against PvE targets even in a PvP zone, but powers that affect you or other players follow the PvP ruleset. PvP diminishing returns is always present regardless of what you're doing which is why about the only inspirations that matter in PvP are greens and sometimes blues.
  15. I like the idea of it but I have never found a build where I could acceptably drop enough things to fit it. If the origin pools were an exclusive pool pick and didn't count against the four picks you get, I'd probably take it but right now my four pool picks are almost always Speed/Leaping/Leadership/Fighting.
  16. The cap on mez resistance is 10001.01% (not a typo) which results in about 1% duration but outside of PvP there are very few powers which give mez resistance vice protection so it's extremely unlikely that you'll ever hit more than a few hundred percent even in extreme cases.
  17. Yes, that's correct. Generally speaking it's not worth building specifically for mez resistance. You'll usually get a modest amount as collateral while you're building for other things (especially damage resistance as damage resistance set bonuses also provide mez resistance). The best way to avoid mez is to have the defense to prevent it from hitting you in the first place, and carry along a few extra tools just in case you do get mezzed (I tend to carry a few breakfrees with me when I'm running mez-heavy content).
  18. It's not a reduction - the second poster was correct in the way they described it. It has to do with the way the game calculates and displays things like this and you'd see the same sort of results if you were looking at recharge or endurance reduction. Having 100% mez resistance means a mez lasts half its original duration, just like having 100% recharge reduction means a power recharges in half the time, just like having 100% endurance reduction means a power costs half as much endurance. They aren't straight reductions because otherwise you'd have things like 100% mez resistance meaning mezzes would have no duration, or 100% recharge meaning powers recharged instantly, or 100% endurance reduction meaning powers cost no endurance. Some math, using the examples in @Patti's post: Let's look at damage first. We'll use some arbitrary values for this, so let's say our base damage for a given attack is 100. If I have 33% damage enhancement, that becomes 100 x 1.33 = 133 damage. Likewise, if I have a 100% damage debuff applied to me it'd be 100 x 0 = 0 damage, except the minimum value for damage is 10% so you'd actually deal 10 damage. Most enhancement aspects work like the way I described above, but because I don't want to be able to have 100% mez resistance equal no mez ever, or 100% recharge to mean powers recharge instantly, or 100% endurance reduction to mean powers cost no endurance, those enhancements are figured differently. The math for these three enhancement aspects doesn't use the base x enhancement = result formula, it uses the (base / (100% + enhancement)) = result formula. For example, if I slot a power with 33% recharge reduction, it doesn't reduce recharge to 67% of its original value (the first formula), rather it reduces recharge to about 75% of its original value (the second formula). The same thing goes for mez resistance - if I have 20% mez resistance it doesn't mean all mezzes last 80% of their original duration (the first formula), it means all mezzes last 83.33% of their original duration (or 16.67% of their duration is removed). So yes, in a manner of speaking, you could say there are diminishing returns applied to mez resistance, or recharge reduction, or endurance reduction, because each 100% of those you have only reduces the value by 1/2 of the current value (i.e. 100% mez resist means a mez lasts half its duration, 200% means it lasts 1/4 its duration, 300% means it lasts 1/8 its duration, and so on), but those diminishing returns are only due to the mechanics of how enhancing those attributes works and not because of some artificial limitation. Is it a little bit complicated? Yep. Is CoH pretty wacky and complicated under the hood considering how casual-friendly it purports to be? Also yep.
  19. Anecdotally, most of my builds don't use Mace Mastery. Mace might be the most attractive option for many Defender/Corruptor builds because it's the only defense armor you can get, but it's far from the only one.
  20. Location-based ("patch") AoE abilities got a huge quality-of-life upgrade with the "powexeclocation" command. Normally you'd have to click on the power icon (or press the button) and then click where you want the power to fire, but the powexeclocation command (Wiki article here) makes it a lot more flexible - you can drop them automatically on yourself, on your target, or at any other of the parameters the command allows for.
  21. IIRC the reason hamis aren't convertible is because they aren't power-unique like set IOs are, and if they were made convertible you wouldn't be able to slot more than one of a given hami in a given power.
  22. I'm confused. Are you talking about actual time, server time, or ingame time? If you're looking for ingame time it's /citytime, if you're looking for server time it's /servertime.
  23. FWIW the store-bought enhancements (i.e. the ones you had to pay actual money for) were using the PPM system - albeit slightly different - as early as Issue 21, over a year before the game shut down.
  24. The arena interface allows pretty much exactly what you're looking for. You can go to an arena in-game (Peregrine Island, Pocket D, St. Martial, or Port Oakes) or use /arenalist from anywhere.
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