Jump to content
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.

macskull

Members
  • Posts

    2356
  • Joined

  • Last visited

  • Days Won

    9

Everything posted by macskull

  1. Has there been any consideration given to removing the area factor from the PvP damage formula entirely? IMO they should be treated as single-target attacks on the basis that they're not being used against multiple targets anyways. Also, is changing regen back to HoT for PvP (for those few powers that do this) still a thing that's being looked into?
  2. The issue now becomes if you're trying to do it during off hours you have to be far more picky about what you can get into the Hive since you're only gonna get 50 and you either need 1) everyone prepared to zerg it or 2) the right mix of characters, and the odds of having either of those aren't always great. I think this change sucks, personally, not because it means "oh no we can't get a bunch of really fast merits" but because there are going to be dozens of people every night that are perfectly willing and able to take down Hami that won't be able to because the zone will be full an hour before the advertised raid start time. As far as my own gameplay goes, I'm pretty indifferent, though it is too bad that Hami is no longer worth my time.
  3. Almost everything we do as players in this game is to stack the deck in our favor - hell, just look at how OP a single character is even at base level compared to your average NPC, and then compare that to most other MMOs. I don't need to use an AE mission to make that kind of inf or XP, it's just a little faster and a little easier. If you really want to stop something like that then sure, you can disable XP and rewards for AE missions, but I think if that were to happen a not-insignificant portion of the playerbase would either significantly cut down on their play time or jump ship to a different server.
  4. By this logic, a team of 8 competent players running any content in the game is an exploit.
  5. Even with the changes to Tanker damage modifiers and damage cap, a Brute at its damage cap will still do more damage than a Tanker at its cap, and can reach that cap more easily. When I'm farming on my Brute reds don't drop fast enough (unless I'm solo) to keep myself at the damage cap, and I'd need 8 more small reds every minute to keep the same damage on a Tank.
  6. Novel suggestion - leave TW TF alone.
  7. >implying there is a "right" way to do anything in this game
  8. Here is a build I found from @Dan Petro in the PvP Discord: http://www.cohplanner.com/mids/download.php?uc=1510&c=692&a=1384&f=HEX&dc=78DA6594CF6E125114C6EFC0600B2D054A29B4050AFD5FA00344DD181313B5AD284462D7A699B6139C8402023576E953989834AEFCD38D6FE14BA80FE0A6EA5217060FF37DB41826C0EFCE77CEBDF7BBE7CC5079797FF2D3EEAB3B4AF3DFAB9B9DCEFE5DF9ED5A6D4FC5ACD987AA7F8DC9374679FF89D9A8594746E9D042E6F220B077D26A35DB5D63BB61B56BA7FB15B361B74EEA66D76E3694AFDA6CD68DBD96651D4D3AC3B265B6EC462D30B839B2DA9D67762BE4DC971A2FEC8E7D60D7EDEEE9F476CB3E3476EAE6B1254BF6373A8D899D8C7C1FAAC1D5F3A84DB75245AF7265403D4BE6C06B5B60DE008FAFE6EA4AE98EE6D3C14917E906831EB024D91AE7683917D705C70D320FFA0A6053B2DD98E372BF83167C0F4E7F00CB12F520C7ED39FF3F96E29CF4AD7E1FDCAAC276F4CF3CC633A779C634CFBC6C8ACB84F058C3FD36F42599E8750ED0D3BC59E5682BE4B2C42610D327C6B0E7CA38E905335FC0FC377056E6F879367F047B4DFD56CEDE53CC894A4E00EBBA035FB90E639939F8DA9A0763921B42AE0AA5E1EBB9204C5FE138F2661264129C5F045329F0B1644758A3C81B68B367E45BEEC59AC58AF032FFDDE5F89E160F517A88D24358B439D66DEE26FAB07E26F961AFAACAED02629E05F623CEB5E3B7919BFC8CE727C93E24D99790AC9B804F2D1141CFF24EFD743523B1453E6B8BAC6D8AB5DDDCEDAFA3ABE203B2047625BC44EF4BF4FE5142ABACC52A7DADD1E71A9F9735FA5AA7AFF5126A722EF2067BB7310B7F9B51320616FF606FBFF8CDB20E59FACDD16FEE2FF988FDDE214B6040E61AF0A80CCE0D8A56A056E0331AD72FDF59F9C8A5D2FAE095ECF53223D1C288521C51AE8F28374694F28852D52FFF0994E628DEE0E57BDEBBF049947DD0B6E0FDE795A66969FE575D803F86F33790FF6B587B8D7EE851014FFBD4D75F096373687C3034AE0E8DFF01CB50E11E EDIT: I would probably make a few changes to that build, personally, I think that build as-is would have some significant endurance issues without outside buffs, but it should give you an idea of what to build for. There's a "general build philosophy" thread in these forums that discusses build goals in the current PvP meta which should help explain why things are the way they are. If you're coming from a time before IOs the whole thing will seem completely alien to you I'm sure.
  9. Definitely sure, my Fire/Rad Corruptor has it. If you're running the newer versions of Mids Reborn you'll see it there too. If you're looking for it on the Wiki it's not there since it was a SCORE addition.
  10. Defenders and Corruptors already have Flame Mastery: Consume Char Fire Shield Rise of the Phoenix Greater Fire Sword Would like to see an Ice Mastery pool though.
  11. Well, it's not a targeted power, it's a cone power in front of the caster so it won't move you to face your target because it doesn't affect your target like a targeted power would. My question, which is somewhat unrelated... why does using Regrowth root the caster? Other AoE heals don't.
  12. Salvage has always dropped from grey-conning enemies.
  13. This was a couple weeks ago so the VoD isn't there anymore and he didn't clip it. Basically we were checking what the longest duration hold we could put together was (Clarion, Power Boost, Vanguard Medal, ED-capped Dark Grasp) and it was something like 13 seconds. The mez procs (i.e. Executioner's Contract) have also been verified to last longer than 4 seconds.
  14. I can personally guarantee that it's possible to be held more than six seconds. I was helping a friend out on his stream using this exact method and was held for something like 13 seconds. It's not just the dark hold, it's any mez. This hard-coded mez duration limit isn't a thing, AFAIK, and if it's supposed to be this is the first time I'm hearing about it.
  15. Oh, one more thing re: mez procs - they are ignoring the mez suppression period.
  16. Don't really see them in KBs because you don't see Stalkers often. They're more common in zone though.
  17. For what it's worth based on your screenshot it looks like you were getting hit by his Suppression power which does mag 40 knockback.
  18. Was ID getting cast on you as the primary target or were you just in the AoE of the buff? ID is weird because while its smashing and energy resistance are given to every teammate hit by the AoE, only the target actually gets the status protection and KB protection.
  19. Fire and Dark don't have any inherent knockback protection ostensibly because they're more offense-oriented and trade that survivability for extra damage. Elec is also more offense-oriented (damage aura, basically) but it does get knockback protection that thematically fits within the set. "But there are other sets that have damage auras that also get knockback protection and resistance," you say, and you're right - the common theme of these three sets is that they're from the early days of the game when that sort of survivability compromise was considered okay. I don't think those three sets would have the knockback hole if they were added to the game today (or even at any time after Jack Emmert's departure from the development team) and there really isn't a reason for it to be there today.
  20. @Captain Powerhouse After looking through what I could find based on powerset descriptions here is what I came up with for the heal over time vs regen disparity. Unless otherwise specified the powers listed apply to all ATs that can take that power. There are several powers not on this list that do heal over time but they don't have separate PvP flags so they're already working correctly. Water Blast/Dehydrate Nature Affinity/Regrowth Pain Domination/Soothing Aura (all except Mastermind, because MMs don't get this power and theirs is supposed to do +regen instead of HoT) Time Manipulation/Temporal Mending Time Manipulation/Chrono Shift Panacea: Chance for Hit Points/Endurance
  21. I think the idea of balancing being done by a single person is not a good idea, regardless of whether it is PvP or PvE, which is part of the reason I watch patch notes like a hawk and am not shy to provide constructive, evidence-or-numbers-based feedback regarding changes that are likely to be detrimental - it seems like there is only really one powers developer and it's impossible to tell whether powers changes come from collected player feedback or from that one person's own whims (I'm not saying that is what is happening, mind you, I'm just using that as an argument against having a single "powers guy" for any aspect of the game). In terms of PvP, it is easier to get the consensus of the PvP community as a whole and then pass along suggestions or requests to the development team instead of relying on one person to make balance changes. Having one person make a whole bunch of sweeping balance changes on a whim is how PvPers got Issue 13 so naturally we're very wary of that sort of thing happening again in the future.
  22. Eh, CoH PvP is still way more fun than most other MMOs even after it got gutted. It's more akin to an FPS in how "twitchy" it can be so I can understand how people who are used to PvP in other MMOs might not like it, but every other MMO's PvP is just... slow.
  23. At the risk of seeming confrontational and starting another disagreement... I've seen lots of changes throughout this game's run that I've thought were silly and probably a waste of development time (looking at you, roleplayer tag and the very existence of the Walk power) but I'm never going to advocate against development time being used on something that I won't personally get any benefit from.
  24. That sounds like something I could get behind (but +tohit not +acc).
  25. For sure. I'm a huge fan of the market on Homecoming and it's a big reason why I haven't seriously invested any time on other servers.
×
×
  • Create New...