
SwitchFade
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Nul the gull kheldian toggle please.
SwitchFade replied to Gauntlet_Prime's topic in Suggestions & Feedback
I'm going to vote no on this, as the quants are awesome. When a keld joins, this is part of the dynamism of the game. I love keldians, my favorite toon, and I do not want the quant hoping up removed. -
A MOB or mob in mmo terminology is a mobile, in this case a baddie in the game. Increasing aggro by one mob is one foe. If a suggestion of increasing aggro cap by one "mob" in the English language, that is one entire group of mobs. That would be effectively doubling the aggro cap from 17 to 34. This would require dramatically rebalancing much of the game, as the aggro cap and defense, resist, range, damage and power utility were all reworked together over years. So, the suggested increasing of aggro cap in a vacuum is not something so simple.
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Please revert the Rage change.
SwitchFade replied to MalphiteMeIRL's topic in Suggestions & Feedback
At this point, Devs, I think we should let this thread idle, and at least TEST the revert on Beta. Or, crank down the def debuff. Something. We're debating semantics, and it's clear that balance for the sake of balance is merely an opinion, and a numbers game. Knowing the game is organic, this probably deserves beta server testing. Any thoughts, HC team? -
-99 /Jranger No change vote.
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Proposed Improvements to Super Reflexes
SwitchFade replied to jack_nomind's topic in Suggestions & Feedback
NO WAY JOSE! -
Proposed Improvements to Super Reflexes
SwitchFade replied to jack_nomind's topic in Suggestions & Feedback
I'm not going to change your mind, but I will correct some mis-statements. I hope you'll forgive not quoting your entire post to do so. First -- and most basically -- invuln and stone (discounting Granite) are both primarily defense sets. Stone actually has higher DDR than Ice, and a very similar profile (slightly lower s/l/e/n Defense but no psi hole). Invuln, while less obviously similar in profile, functions a great deal like Shield -- strong Defense, great S/L resists, "meh" other resists, and +maxhp. Like SR and Shield, both Invuln and Stone typically run exactly one click power that they typically build to "perma." They are exactly as "afk-tankable" as SR. Unlike SR, though, their click power has a heal component and boosts regen rate. My SR didn't have to be tactically aware of anything in particular. As y'all have mentioned, SR can be reasonably stable at +4/x8. The great strength of Defense (in comparison to pure Resistance) is that Defense will typically avoid debuffs, while a Defense-less player has to face-tank them. I imagine this is why Defense-based sets are more predominant than Resist-based sets for Tanker primaries (out of twelve sets, four are Resist-based, six are Defense-based, and two are regeneration-based). SR softcaps more easily and usually earlier than any other set, and that's great. I'm right with you on not wanting to change it. The thing is, all those other sets (er, nine of them, anyway; Regen and FA excepted) can also be quite stable on any melee at +4/x8 by stacking defense... and when they get there, they bring other mitigation layers to the table. I'm a big proponent of SR's scaling resists but it simply hits its ceiling very, very early. My goal is much less to just "buff SR" and much more to give it more of a ceiling to grow with comparable to all the sets since SD. Great post. I will correct your mistatement: you mistated that I misstated, which I did not. In essence, my post is accurate. -
NERF REGEN! heh, kidding. Hey, somebody had to!
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Please revert the Rage change.
SwitchFade replied to MalphiteMeIRL's topic in Suggestions & Feedback
Also, pie>cake. Discuss. -
Proposed Improvements to Super Reflexes
SwitchFade replied to jack_nomind's topic in Suggestions & Feedback
Incarnate BS/SR scrapper back on live. It's one of the simplest sets in the game to play or to build. It has one build goal: hit softcap. This doesn't take much work. Stacking resistance or regen does very little for it because it has very little to start with. Unlike e.g. Regen, a set with a very high skill curve, SR runs on autopilot. The set requires no action (assuming PB is on auto) in combat and offers only one active tool -- Elude, which merely recapitulates the existing passive defenses of the set. These are generally strengths of the set, but your statement is in error. It doesn't take a "natural 20" to hit SR, since in PvE, SR has no tools to mitigate accuracy -- only tohit. Enemies with accuracy bonuses can easily halve SR's mitigation (that is, hit on a 91-100 rather than only 96-100). We could perhaps agree to disagree on theme, but not on Spider-Man. He's absolutely part of the inspiration for that idea and has canonically used this type of effect. How often do you use Elude in combat? It's trivial to softcap a Willpower, Invuln (to all but psi), Stone (w/o Granite), Bio Armor, or Ice Armor Tanker. All of those sets have either click heals, regen boosts, or both; all of those sets also have defense debuff resistance. If "regen plus softcap" is overpowered, it's been overpowered for a long time. Erm. The set is not auto pilot. If it were, then so is invuln, wp, fire, ice, stone.... All of CoH. Toggles do not equal easy mode. It's advanced because it's defense, where as resist is a given. Having to always be tactically aware due to this is advanced, versus afk-tanking anything, because "invuln" or "stone" So your statement about my statement and something something error... Is in error. Also, I vote no change because SR is the bomb-diggity as is. Nochangethankyou. -
Please revert the Rage change.
SwitchFade replied to MalphiteMeIRL's topic in Suggestions & Feedback
Just to be clear, I favor rolling back the change, as it was more fun with rage having no def crash. But to be pointed, people should use arguments to support positions that are viable. 1. Case for change 2. Proposed solution 3. Supporting evidence 4. Syllogistic reasoning. Where most people run afoul of proper persuasion is 4. Syllogistic reasoning. So, I want the change rolled back and people need to argue from the perspective of syllogism to properly persuade others. -
I see what you did there. Since your reply to my query for detail on was to retype "playing the game" in a different way, I will give you the best and only response to your inquiry: Anything that is super-fun for you. There, you're ready to be a super-hero!
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Any 4 AT's that one can play in CoH. But kidding aside, it depends. What level? What content? What skill level of player? What goal?
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Suggestion: Reworked Defense / To-Hit Formula
SwitchFade replied to Varkarrus's topic in Suggestions & Feedback
So, you want to softkick SR in the privies? I'm gonna have to Dodge this one with a /jranger. -
Proposed Improvements to Super Reflexes
SwitchFade replied to jack_nomind's topic in Suggestions & Feedback
I suspect you have not actually played the set, to 50 and beyond. It is a highly advanced set. Most of the changing you are proposing is unnecessary, as SR becomes extremely powerful. I have no issues face tanking +4 content that makes other AT's hesitate. Usually, I am the one who plows in headlong, and out the other side with Katana swinging. SR had one main issue some time ago, in that defense is all or nothing, and heavy alpha strike had the everpresent possibility of near to one shotting an SR. They added scaling damage resistance as health lowers in several powers. He only real thing SR probably needs, is a different logic in the one shot rule. For example, the game has code that prevents being one shot killed, instead it leaving you at 1hp. Perhaps SR could have some code that thematically has a 3 second window where a one shot that puts the SR at 1hp causes an "SR" style super awareness and prevents the next 1-2 incoming attacks from killing the SR, like an adrenaline hit. The reason is, SR can suffer from back to back "natural 20" hit-checks that get through in an alpha strike, and the scaling damage resist hasn't kicked in yet. But then again, that's why SR is so fun, and always keeps you on your toes. -
Different changes requested for Super Reflexes
SwitchFade replied to TK3477's topic in Suggestions & Feedback
1. I would cringe at this. Quickness is a signature early power that makes everything fun. Also, big aoe splash damage is not prolific at this level, so no real need for the aoe toggle. On top of that, scraps have attacks they are picking up in the 15-32 range, so, this change would be immaterial. Further, quickness helps you run toggles. I would not like waiting to 35 to get it. 2. SR has inherent damage resist as health lowers. Also, SR can easily hit soft caps. 3% more defense? Not really necessary. Quickness is already powerful. My Katana/SR scrap would very much dislike this. Plus, she rarely ever gets hit as is, there's no need for more defense. -
Oh and, if you find that you die rapidly if you're taking aggro or not getting spam healed, you may have to approach this game differently than others. Face tanking things is tough... Unless you're melee.
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You just eliminated most of the AT's. But, blasters solo very well.
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Finished Peebles Missions in Striga and Didn't get Wedding Band
SwitchFade replied to LaRowen's topic in Bug Reports
To the op: I suggest, bug report this. To the follow up poster: original run is 2 hours. Ouroborus is 5 min, and repeatable. So once you use up the 5, grab it again. -
Small Change for Super Reflexes: Practiced Brawler.
SwitchFade replied to GoldHero101's topic in Suggestions & Feedback
What, are you trying to solo a mothership raid? You'll have backup if you're up against that kind of opposition. That's not an "if I get mezzed it's all over" situation. Quite often, on an invuln tank and in certain end game content, I will pull all the aggro resulting is enough mez stack to overcome unyielding. On a msr I will often keep an eye on all the teams in my area, and strategically taunt pull mages off of people. Similarly, carnis can do this, and multiple av's -
I don't get why this is so much better than CO
SwitchFade replied to Warpstarr's topic in General Discussion
CO is soulless. It's flat, lacks depth and cheap. It looks like a kids rough attempt at making a game, and giving up halfway through. The animations are horrendous. It looks like Looney toons. No content, a stupid block-by-space bar, and the combat was faster, which made it pedantic. This is why CoH>CO 8 days a week and 3 times on Sunday -
Giggle. Or, a power pools only, 6 slot all with end/acc/rech in them, blaster? Named, jacked up of all trades.
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Small Change for Super Reflexes: Practiced Brawler.
SwitchFade replied to GoldHero101's topic in Suggestions & Feedback
This would possibly require rebalance, and the power works perfectly now. With very little recharge it can be stacked, it can't be detoggled, it has low end cost. Works just fine. -
I would vote no on this, the game is not supposed to be manically paced. It speeds up perfectly as one levels. Hasten is optional. There's no need to speed up the game.
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Allow Characters to Have the Same Name
SwitchFade replied to gameboy1234's topic in Suggestions & Feedback
I would heavily /jranger this. I do not want other people running about with my character names. The magic of CoH is the personal attachment and immersion, which is broken if anyone can make anything. Might as well call all heroes GenericHero1 and eliminate naming.