Hotmail and Outlook are blocking most of our emails at the moment. Please use an alternative provider when registering if possible until the issue is resolved.
-
Posts
2356 -
Joined
-
Last visited
-
Days Won
9
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by macskull
-
You can do pretty much anything on a personal server, yes.
-
So I suppose I'll sit here and make a more serious reply to the OP: It looks like you started a thread back in August about the lack of challenging content in this game and in one of those posts you said (and I'm quoting here) "I've never done anything in City of Heroes I actually got stuck on and had to think about." Looks like you've now found that thing you're getting stuck on and have to think about but instead of doing that you're coming to the forums and asking for a massive nerf. You wanted challenging content and you got it.
-
Is this a serious post? I can't imagine that this is a serious post. The movement speed is what makes this game's PvP better than just about any other MMO's. EDIT: I guess if you really wanted to you could disable travel powers in an arena match but good luck getting someone to fight you under those rules.
-
I'm going to go out on a limb here and say that 1) there's a 100% chance the old database exists and 2) there's a 0% chance we'll ever get anything from it on Homecoming.
-
How about incarnate salvages account trade able?
macskull replied to Bukatti's topic in Suggestions & Feedback
I support this suggestion. There's really no reason why incarnate components can't be sent to alts on the same account especially since you can send yourself empyrean merits. -
Hi, I'm your new official PvP community rep. Ask me anything.
macskull replied to CR Banana Man's topic in The Arena (PvP)
I mean, I probably wouldn't be using awakens in a PvP zone because you rez with like 25% health, no endurance, and the 30-second PvP timer doesn't apply. I'm honestly surprised when someone does use them because they're basically a free kill at that point. Plus there's the chance for a PvP recipe drop with defeats so *shrug*. -
Cool. I know you've got a lot on your plate but pretty pretty pretty pleeeeeeeeeeease fix phase while you're at it. I can provide more information other than what I've already mentioned if you need it. Also, sort of off-topic but I noticed a discussion on procs in the Tanker thread. Procs are in a weird spot right now with regards to PvP but I don't think the issue is with procs themselves so much as it is the current DR curves on resistance. Procs definitely raise damage output but at the same time being fixed values means it helps close the gap between lower-damage and higher-damage ATs and allows for more flexibility in team composition. Making proc damage scale by AT is a relative buff to Blasters (lord knows they don't need it, still don't know who thought it was a good idea to give them an 1847HP cap...) and a relative nerf to most other ATs.
-
Obviously I have no idea but I'd be really happy if phase got fixed and this went live with the bug fixes only. I realize that probably won't happen because they'd basically have to juggle two patches, but one can dream.
-
Nor do I. When the initial Tanker patch went live I immediately started looking at Tanker builds because Tankers were going to be obviously better at farming than Brutes. With the current iteration that's not the case. Almost all the math being thrown around here for saying "Tanks outdamage Brutes, Brutes are useless!" assumes that both ATs are at their respective target and damage caps and that's just not something you see in anything except fringe cases. The fact is that a Brute with even a modest amount of Fury is going to outdamage a Tanker most of the time, especially once the upcoming Fury changes are factored in.
-
My comparisons were with a Rad/Fire Brute and a Fire/Rad Tanker. The builds were identical save for an extra -res proc on the Tanker (Tanker ATO set gives +10% rech in one less slot than the Brute ATO set so that freed up a slot). In my testing I was able to complete a +4x8 asteroid in 3:30-4:00 depending on NPC spawn location, inspiration drops, and other similar variables, and those times were consistent regardless of whether I was on the Tanker or the Brute. At target saturation the Tanker might have a slight edge but it's not significant enough for me to level and IO a new character when I've got a Brute that can do it just fine. I think if Tankers still had a 600% damage cap like in the initial implementation of these changes it would've been a different story. I haven't checked the numbers with any other powerset combinations (i.e. Spines, Elec, Savage) because Rad is the best of the bunch and that's what I'd be using anyways. All this is kind of moot anyways, since a Blaster is a better option than either a Tanker or a Brute.
-
Are you talking in a farm situation here, or in normal content? In a farm situation the difference between a Tanker and Brute is negligible even at target saturation. In regular content you're not going to be at target saturation during most situations anyways. All the higher target cap is doing is helping the Tanker maintain aggro better.
-
I do, but capped HP should be a build goal on a squishy no matter what type of PvP you're trying to do.
-
You should be shooting for HP cap (1606). Getting to within 20-30 of that is okay if you're having issues getting your build down but generally capped HP is going to make you more survivable.
-
The launch version of the game was very different than the post-invention-system game, and the game isn't balanced around IOs anyways.
-
IIRC most of the stuff that hasn't been proliferated yet is due to balance concerns (for example, Powerhouse has said fairly recently that Tankers won't get Energy Aura in its current form because it would be too good). I don't know how much stock I hold in that idea though, since some of the existing proliferation is ridiculous already (hello, Kin and Rad for MMs and Poison for Defenders).
-
A better way to view another player's build
macskull replied to Night at the Opera's topic in Suggestions & Feedback
Oh no, I'm not arguing for that at all. Hell, I barely pay attention to what sets people are if I'm trying to round out the last 1-3 slots for a speed TF/SF because as long as the person at the keyboard is somewhat intelligent the build doesn't really matter... and if they're not, hey, veng bait. What does annoy me is something like, say, having an Empathy Defender on the team who has all the buffs and just follows the tank around spamming unnecessary heals while ignoring the rest of the team. Unfortunately there's no way to address something like that beforehand, only a player rating system that is somewhat clunky. -
A better way to view another player's build
macskull replied to Night at the Opera's topic in Suggestions & Feedback
I don't mind the ability to see other peoples' power picks. I'll be honest - if I'm inviting a random person to the team looking at their power picks is maybe the best at-a-glance option I have to see if they'll be an asset or a liability. Sure, you might be a great player who just happens to be playing on a petless MM because you want the challenge, but if I don't know you that's not a risk I'm willing to take. -
A better way to view another player's build
macskull replied to Night at the Opera's topic in Suggestions & Feedback
I don't think there's anything wrong with the existing system. -
Shit, mini is back?
-
It's been identified since pretty much day one of the set existing that Willpower's taunt aura is bad. Invincibility is one of the better ones. Looking at the numbers from CoD it doesn't look like there's any difference in mag or duration between Scrappers, Tankers, and Brutes for those sets that have taunt auras. Punchvoke and new Gauntlet should mean that Tankers/Brutes will grab aggro more easily from a Scrapper though.