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SwitchFade

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Posts posted by SwitchFade

  1. I think the void hunter and quantum mobs are obnoxious and unnecessary for non-kheldian story arcs.  Can we get a toggle on Nul to get the kheldian flag turned off so when I help a friend out in their mission there aren't suddenly skulls with riffles that just do obnoxious damage?

     

    If I am honest I think the whole flag idea is interesting but a relic of older design philosophy, as evidenced by the VEATs not having uber longbow or whatever in every mission they do.  Some people may still like having a random enemy just hit crazy hard in a large group mission and only have eyes for them, but making it a toggle would allow people like me who simply have no desire to deal with it the ability to play the game like every other non-kheldian gets to play it.

     

    Thank you for your time.

     

    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.

  2. 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.

  3. 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?

  4. 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."

     

    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.

  5. I suspect you have not actually played the set, to 50 and beyond.

     

    Incarnate BS/SR scrapper back on live.

     

    It is a highly advanced set.

     

    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.

     

    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.

     

    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).

     

    SR isnt a speedster defense for a concept like flash its a spider man time super agility set. Your idea for an after image power would make more sense added to the Super Speed pool.

     

    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.

     

    SR is a high skill set.

     

    How often do you use Elude in combat?

     

    Having increased regen abilities would certainly make the set more appealing, but I could see stacking it on a Tanker being WAY too good.

     

    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.

  6. I'm not sure I get the resistance to rolling back the change coming from some quarters. Even if no-crash Rage gave SS an edge, I didn't see it preventing people from playing other powersets and making them very effective. Am I wrong about that?

     

    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.

  7. PvE, leveling 1-50, doing misions, TF, etc.

     

    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!

  8. 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.

  9. I would like to see two changes made to Super Reflexes:

     

    1) Unify it. For Scrappers and Stalkers switch Evasion (AoE toggle) and Quickness. Getting AoE dodge ability at level 35 is way late in the game and has always bothered me. When the original Devs gave it to Brutes, they switched the two up. Because right now, AoE for these classes make them feel like they have no defenses mid game.

     

    2) Give Quickness a small +Def (All) buff. I am thinking +3%. This gives the character a bit more build options at end game then having no choice but take the best +Def sets AND +Def power pool powers. And let's face it, a small recharge / speed buff needs more if you have to wait near the end of your power set for it. If Super Reflexes is never going to have a heal and the Damage Resistance from our Auto powers is the best we will get in that department, then we shouldn't need to have to commit every slot to build it up. To say that the character has a +Def because they are Quick isn't a stretch of the imagination.

     

    My two cents

     

    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.

  10. 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.

  11. I like either playing solo or with my wife. I like to experience the missions instead of joining up with a leveling team.

     

    My problem is I find it extremely hard to play anything but a mastermind with heals. I normally send my pets in to get aggro, then attack and heal.  I tried other archetypes but I find I die too much.  Am I doing something wrong or what? I don't know how to enjoy the other archetypes.

     

    PS - I can't stand melee.

     

    You just eliminated most of the AT's.

     

    But, blasters solo very well.

  12. This happened to me on one of my characters, but not another one - it showed up. And I used it up, and I thought - let me redo that arc through Ouros to see if I can get it again. I did, and it gave it to me again but it had 5 minutes instead of the normal time. (an hour or 2)

     

    You're not alone.

     

    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.

  13. Try surviving FIVE RIKTI MAGUS all trying to mez you (to kill you) ...

    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

  14. 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

  15. Change Practiced Brawler to a toggle. You're gonna wanna get its cooldown below its duration with cooldown reduction anyways... so how about making it a toggle instead? Nerf its protections if needed, but making it a toggle would be very handy.

     

    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.

  16. This is sort of two fold in that it has a game-feel application, and a meta application. Specifically, I would like to see Hasten nerfed by 20% (70% -> 50%), and then have all powers in the game recharge 20% faster from the get go. This could probably be done manually via the base rech times, or even just slapping a hidden 20% rech to Swift or something since every character has it on all the time.

     

    Nearly every build in a meta sense *requires* hasten, and such a change would make it a bit more lenient for some people while still keeping its relative power the same. Outside of building for the metagame, this would allow a bit faster combat overall especially when starting out without making Hasten too binary for those who don't opt into it.

     

    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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