
SwitchFade
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@spiralmenace Here's one
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There's two very extensive mind rework threads that exist, I recommend bumping those and adding to them, also, reading into them might give you some ideas nd what's already been covered. Not that I think you should not post, just suggesting also posting there.
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Bases are instanced missions. This prevents it. Besides, this is an MMo, don't you want to explore the world?
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They'll come to the forums and complain that we have perma MoG and hasten. They be Perma-Haten.
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Ok so here's what you do. Roll WP, SR or invuln. Color it green on everything. Name it Healy McRegen. Play and say, "I is regen." Then... Nerf Regen.
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Then you work out your build and invuln gets to 80 psi resist with 90-80 everything else. Aw, clock CUDDLEking!
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"The Game is not Balanced around IO's"..... should it be?
SwitchFade replied to Galaxy Brain's topic in General Discussion
彼は日本人です。。w -
@MsSmart I'm, uh..... 🤔😳 So... I guess... What?! No. Just, no. I'm very sorry.
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To answer some debate... Katana is slightly lower damage, in return for faster attacks and defense in parry. DP has swap ammo and tons of AoE Claws has faster attacks and AoE, resulting in high DPS. This one was actually worked on a great deal, back in the major rework they accidentally uptuned it so much by cutting animations and recharge that it was literally a blender, and could solo a pylon back in the days when that was nearly impossible, it was hilarious. Broadsword is legacy, and does need to be refreshed, but it's balance was brutal t9 and stuns AR is also legacy, and just never got refreshed. It's schtick was also stuns and KB. Everything that had lethal as a component was originally designed with the fact is was resisted more and had other aspects as part of it's make-up. Partially it was for theme, partially for variety.
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Tigraine said "if you don't..." That's the challenge. Stop them from MoG. Challenge means "demanding," in this case it is very demanding to stop them from firing MoG. So, the very definition of challenge is what the person said. In an "if, then" statement such as "if you don't stop them from using MoG, then you end up twiddling your thumbs," thumb twiddling is the outcome of failing to overcome the challenge, in this case MoG. The result is frustration, which is defined as "being unable to meet a goal."
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It's a challenge, and a good one. Requires tactical gameplay. 🤯
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I would recommend against resorting to wholesale insults. Very unbecoming. English is what it is, you don't get to decide what the meaning is, alone. You can interpret it however you want in your head, but that doesn't mean you're correct. Challenge means what it means, your internal understanding of the word, notwithstanding.
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Multi-instanced open zones, the tech was intended to supplement door missions. Matthew habashy arc is one of them.
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Ok, fine. Here's a compromise, á la ghoul and freaks... MoG duration is halved... And upon activation they heal to full health and get +70% recharge for the duration of MoG, a pseudo hasten effect. So, they go berserk and fully heal, for half the current duration... The powers exist too, dull pain and hasten... Just code them for it. There's your new and modern challenge without the frustration 🤪
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I rarely email anything, because anything you would normally email could be converted to something more valuable and sold, or stored in base. Merits: convert, market $$$, laugh like a madperson Recipes: craft and store or sell. Salvage: sell all white and yellow, storage for orange, or sell Enhance drops: sell all, because generic IOs are cheaper and never expire Special drops (catalyst, unslotter, +1): storage Inf: this is the only thing to email, and if you drop a fast email to your one crafter/shopper, say every 10+mill inf, that's maybe 1 email on an alt a week? If you're emailing things all over, it's fine, but you're really chasing extra work for yourself. It's a bit like using a chisel and stone tablet in the age of the modern computer.
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So this one time... At band camp.... Nerf Regen 😀🤪
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Yeah, makes sense, I see that logic and can't disagree. For the combine, I'm indifferent and fine with either. I can see that there's a set of players, probably very casual, rp'ers and the new also, that use them from drops, that hunt factions or that have no clue about how the game works. As newbies learn more they move on to shops, and less focused on drops. Rp'ers might feel a bit let down. Drop hunters maybe a bit let down, not sure this group even exists in CoH. It would reduce an jnf sink slightly, as the ration of drops sold to shop bought would be altered, and there would be more used from drops and less bought. All in all, I think miniscule change in terms of possible negative consequences. But definitely I would no vote a buff to SOs. 😁
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While i can understand making them universal, not sure about the buff, i think there's no real point, honestly. While I do see the QoL value of homogenizing them, I also see the flavor of them being exclusive, it gives some people something to hunt and a certain value to drops and factions. As a whole, I would probably no vote, but only slightly so. If the idea was "homogenize only" I would say, I'm indifferent and ok either way. Edit: typo "bad" to "and"
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Honestly, i don't really notice my toons that do "S/L" damage being all that much weaker to those that do exotic damage. For example, my Katana/SR scrap is very powerful. Likewise my DB/EA Stalker. I'm not opposed to a review and improvement of S/L, IF the damage type is severely underperforming, but i really would like a quality set of data to be sure this is the case. Currently, my S/L toons seem ok, even though i know that many foes resist this type more than others. I'll reserve an opinion to review data. =D
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I don't recall why, but it's by design.