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Trickshooter

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Everything posted by Trickshooter

  1. +1 I also have a couple suggestions from my Big Ol' Spreadsheet of Support Powers: Deflection Shield - Add Scale 0.5 unenhanceable Defense Debuff Resistance (so 21.65% for Defenders at level 50, 17.3% for Controllers/Corruptors, 13% for MM) Insulation Shield - Add 50% Recharge/Slow Resistance Force Bubble - Add a base 20% Damage Debuff (so 25% for Defenders, 20% for Controllers/Corruptors, 15% for MM) so Force Bubble has an effect that works on enemies that resist the Repel
  2. Using Power Boost (Primal Forces) in conjunction with Fade will provide ~+10% Defense(all). You can also take the S/L Resist toggle on top of this. It's tough to justify taking a pool that only provides a marginally larger amount of S/L-only Defense. I didn't think Power Boost worked with any power that allows for +res? It's not supposed to work on any power with enhanceable +Resistance, but someone missed adding that flag to Fade. Which means any Damage buffs on you should also boost the amount of +Resistance Fade gives.
  3. My memory is foggy but what changes were made to Poison Gas Arrow during I22 again? I'm looking at it now in Pines and I'm trying to remember what it did before. I believe it was just a flat out sleep with no possibility of Proc'ing the choking animation or the -Dmg debuff correct? I am looking at the I22 Notes right now but I might of overlooked something. It used to be a flat 66% chance to sleep minions when the power activated, and then a sticky -Damage. And the cloud would linger, even though it didn't actually do anything. It was changed to function as a pseudopet during I22. The chance to apply the sleep was dropped and instead it continually reapplies the -Damage and rolls a ToHit check to apply the sleep to minions.
  4. It's kind of a limitation of the system. The game doesn't really understand that your Claws are on your hands and that Kick is using your feet so it wouldn't make sense to have to put them away. It just knows that you're using a power from a different set than the power you used before, and this one has no weapon while the previous one did. The way to get around this was to create an entirely new animation for each power you wanted to fix, that included a weapon even if it wasn't used, but one would need to be made for every possible weapon. It's a lot of work and they only did it for a few powers (namely Brawl). I can't remember how they got around it for Shield Defense, though. They honestly might have gone ahead and made animations for every possible power that could be taken with Shield. The way the SCoRE folks got around it with the NoRedraw options was to just remove the draw animation that happens before you bring your weapon back out. This was something I'm pretty sure the original devs could have done, but they left in for "realism." It's not a perfect solution, since your weapon still gets put away, but you at least don't have to go back through the redraw animation.
  5. Not sure it's possible. Claws as a set breaks all the rules in PvE and is balanced specifically around it's animation times. Changing animations around again could possibly break what is already a good set.
  6. There is nothing more thrilling than being lost on the Eden Trial map and surrounded by DE!
  7. It has been nerfed - it's just a long time ago :) My very first 50 was a fire/battle axe tank, so yes I'm well aware. ;D And it sucked at the time, I was very angry. If they'd only changed it to what it currently is, I don't think I would have had a problem with it. I knew it was overpowered back then. Really overpowered. I'm watching my SO play the game for the first time and he loves Burn on his Fire Brute. I had to tell him the history about how insane it used to be and then how terrible it was for a long time after that.
  8. Noticed this the last couple of days while playing a Nature/Sonic Defender. When I put an enemy to sleep mid-attack, if their attack has a projectile, it very slowly flies towards me and won't do damage until it reaches me. It was easiest to notice fighting Wolves, and I thought it might be some quirk with their boulders, but then last night I was also seeing it affect Widow psi-attacks. Very strange, not a big deal (actually, mostly funny to see), but nothing I ever experienced before.
  9. How about instead of removing the Capture Foe abilities, they are changed to target both Friends or Foes, and have different effects based on which is targeted? We know this tech is now in the game (see Medicine/Injection). Targeting foes will have the original effect, targeting friends would grant Absorb. The names would probably need to change, since Sonic Cage and Detention Field don't sound very friendly, but thematically both effects could come from the same power and not seem too strange. You either trap your foe in a FF or Sonic bubble, or you put a sturdy bubble around an ally.
  10. This isn't about excluding anyone. Wanting to feel part of a community is not the same as wanting to exclude people.
  11. What is going on? Literally nobody asked you to accept anything. Someone asked if the LGBTQ community was on Torchbearer and this blew up with people acting like it was an invasion.
  12. If you can fit it in to a build without sacrificing anything, why not? If you take a Travel power, Dark Armor can slot at least one of each of the KB Protection IOs.
  13. Mystic Flight, numerically, is completely identical to Flight, which means it naturally hits the FlySpeedCap and doesn't need Flight enhancements unless you want travel set bonuses. It doesn't accept Range enhancements, so there is no extending the range of Translocation. Best thing to slot is EndRedux for the cost of Mystic Flight and the 13 end-per-teleport of Translocation.
  14. Frostwork is not a buff you put on someone in the middle of a fight, otherwise it would have a +heal component. I mean, my point was just that they have different uses. Frostwork with +MaxHP is better ahead of combat, but Frostwork with Absorb would be better reactively. Frostwork would be great with both, but again, I feel like Cold is already really powerful as is. I'd rather see us trying to figure out where to add Absorb to FF and Sonic.
  15. Following the 2000/3000 HP example, I would still consider +HP to have the advantage. 2 Tanks; Tank 1 with 1000 +HP (sitting at 3000 HP), Tank 2 with 1000 Absorb (sitting at 2000 HP). Both take 1000 damage, both now have 2000 HP. But within the next regen click, Tank 1 will now have more HP than Tank 2, who will still only have 2000 HP. If more damage keeps coming in, Tank 1 will still have the benefit of high regen numbers. But even this only works if they started at max health. If they both had 2000 HP, took 1000 damage, and then one receives +MaxHP and the other gets Absorb, the one with +MaxHP still dies in two attacks, while the one with Absorb doesn't.
  16. It doesn't take Damage Resistance enhancements/sets BUT the Resistance effect itself isn't flagged to ignore enhancements, which means you could probably still enhance it with Hami-Os, I think. It wouldn't be worth it, but you could do it.
  17. Hold on a second. Max HP is the single best defensive buff in the game. Consider that the person you are buffing with Frostwork is likely your tank, who more often than not has softcapped defenses and lots of resist. Not all tanks have +max HP, however, and Max HP is direct damage reduction from all sources, period. So giving someone max HP will make them a lot more survivable than giving them more def/resist that they don't need. Absorb shields are worse than max HP because they don't benefit from resist buffs like max HP buffs do. They're just temporary HP without actually being HP. I would much rather have 1000 more HP than 1000 more absorb, or even 2000 more absorb. You're basically proposing to nerf Frostwork, and a set that is already uncommonly played does not need any more nerfs. Why wouldn't Absorb shields benefit from resist buffs? Absorb should negate the final damage value, not the damage before your resistance buffs (because I think then it would also have to ignore damage buffs to the attacker). Regarding adding Absorb to Frostwork, I think it would be great. Absorb and Defense from the Cold Shields would be a killer combo. A team could avoid a lot of damage dodging most attacks, and then absorbing what attacks do end up getting through. However, I feel like Cold is already a powerful set, and if we're going to add Absorb to other support sets, I'd prefer to start with FF or Sonic, since their kits are more limited.
  18. Well the Psi resistance is already unenhanceable so there's no reason it couldn't work with power boost now. It's likely an oversight where whoever did the proliferation originally went for the full on ignoring buffs rather than just tagging the resistance part as ignoring buffs. Oh? I thought the issue was the the whole power has to be marked to ignore outside buffs? And that's why Cold shields are kind of weak in a power boost world? If they could just mark the resist part of the cold shields as unbuffable, there's no problem, right? It's either or. A power can have enhanceable +Resistance, but will have to ignore outside buffs OR it's +Resistance can be unenhanceable, but the other effects in the power can benefit from outside buffs. Not allowing the +Resistance to be enhanced on Cold Shields would allow them to accept outside buffs, like Power Boost, but you risk upsetting people who have their shields slotted for Resistance or are using Resist Damage IO Sets.
  19. Torchbearer is a server for everyone, "claiming" it for one group or another will just lead to people feeling excluded. Why do people keep trying to win an argument no one is having? He obviously did not mean "claim" in the sense of excluding others from using it. He just wants to know if the CoH LGBTQ community had settled on Torchbearer.
  20. It's a bug. Fade is missing it's flag that makes it immune to outside buffs. There are a few examples like this. Frostwork is another one I remember being on the Current Defender Issues list.
  21. Whoa whoa whoa. This thread has gotten crazy. It's clear from the first couple of posts that the intent here isn't to designate a server for the LGBTQ community to turtle together on in fear or take over and not let others in. Most of us realize the community is generally accepting of all people. This is simply about a subcommunity wanting to know if there is a hub to make teaming and events within that subcommunity easier. Trying to make it about more than that is just trying to start a fight for no reason.
  22. Heal over Time and Damage over Time aren't separate mechanically from regular Heals and Damage, they just have the addition of a tick rate and a duration. Neither effect is ever flagged not to stack from the same caster. If you can cast a second HoT from the same power before the first one finished, you would just have two HoTs ticking on you for their respective durations. Same with DoT on an enemy.
  23. If coming up with a full set is an issue, what if it gave out generic Damage enhancements with procs, like the Going Rogue pre-order enhancements? Coven: Immobilize Proc using Tentacles since they have Dark powers Fir Bolg: Fire DoT Proc, which could somehow use the pumpkin and sinister laugh SFX Spirits: Heal Proc that uses the Spirit scream SFX from when they die? Vampires: Sleep Proc that does... something, I don't now Werewolves: Build Up Proc that uses the Howl SFX when it activates Zombies: Hold Proc that makes enemies play the vomit animation Could be fun. Definitely not as useful as an actual set, but it was just a thought.
  24. I was thinking something simpler, like using the PrestoChango costume change emote. ;D
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