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Solvernia

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Everything posted by Solvernia

  1. Super Reflexes is easy to build, light on slotting, and will make you immortal without purple sets provided you take all the powers except Elude. The autopowers ARE important as they give you scaling damage resist that will make you eventually just stop taking damage. For this reason, the best thing to build for with set bonuses as a SR tanker is max HP, as that will give you a bigger buffer when you're at low health and all of your resists are capped (save psi/tox). Elude is a waste of a power choice and can safely be skipped. Don't listen to anyone who tells you "lol u die in 1 hit lmao", they have never played a SR tanker in their lives, or maybe they did but they skipped the autopowers and of course they're going to die if they're missing a critical part of their mitigation. You also do not have to worry about defense debuffs as you have the best defense debuff resistance in the game. Pictured is my personal SR build at max health. I've helped out on fire farms with this character and once I reach about 25-30% HP I just don't take any more damage. With purple sets you will have even more psi/tox resist but I don't bother because it's not necessary unless you're fighting Seers at +4 x8 or something, in which case just pop oranges lmao.
  2. Making Defenders better at buffing and Corruptors better at debuffing seems reasonable to me, especially considering that Corruptors are just worse Defenders right now. There has to be a good reason to play Corruptors, and 'they have a chance to do slightly more damage at the cost of significantly less support efficacy' isn't one of them. So what if this idea makes Corruptors objectively better for some powerset choices over Defenders? The same exists elsewhere; i.e. Kinetic Melee is superior on Stalkers compared to any other AT due to their lightning-fast AS being overwhelmingly better than Repulsing Torrent, and Regen works best on Brutes due to their higher base HP. No matter how hard you try to balance it, there will never be a purely level playing field for different ATs with the same sets; there will always be an AT where a powerset performs best on. And that's okay, because some ATs should be better than others at specific things in order for gameplay to stay interesting and for character creation choices to actually matter. Tankers are better at surviving damage than any other AT. Blasters are better at dealing damage than any other AT. Even within the same role, Stalkers are (or at the very least, are supposed to be) better at ST melee damage than Scrappers and Scrappers are better at AoE melee damage than Stalkers. Defenders should be better at strengthening their allies than Corruptors, and Corruptors should be better at weakening their enemies than Defenders. Making debuff focused sets better on Corruptors does not somehow make Defenders weaker or magically stop people from playing them, it just makes it so those sets are better on Corruptors. You can make the case that less people will play Defenders because of a change like this, but that's not necessarily relevant: people who pick an AT because the set they want to play performs better on it aren't the kind of people who care what AT they play in the first place beyond making the decision of what is more optimal. You can complain about people wanting to play optimally all you want, but different people play the game for different reasons and you're not going to change that. The people who want to play Defenders will still play Defenders, the people who want to play Corruptors will still play Corruptors, and the people who want to play whichever AT works best will play whichever AT works best, although more of them will be playing Corruptors if they want to play a debuff heavy character. An alternative to this that would still favor the use of debuff sets on Corruptors would be to rework Scourge into something like Containment. If you have a debuff applied on an enemy, make Scourge have a higher chance to trigger. The debuff value would still be the same (less than Defenders) but their damage would improve, possibly making them a decent pick if you want to be able to buff/debuff but still like doing a reasonable amount of damage in the process.
  3. I made it better btw. This Hero build was built using Mids Reborn 3.2.17 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Science Defender Primary Power Set: Force Field Secondary Power Set: Energy Blast Power Pool: Speed Power Pool: Flight Power Pool: Leadership Ancillary Pool: Power Mastery Hero Profile: Level 1: Deflection Shield (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (3) Luck of the Gambler - Defense Level 1: Power Bolt (A) Kinetic Crash - Damage/Knockback (3) Kinetic Crash - Accuracy/Knockback (5) Kinetic Crash - Recharge/Knockback (5) Kinetic Crash - Recharge/Endurance (7) Kinetic Crash - Damage/Endurance/Knockback (7) Kinetic Crash - Accuracy/Damage/Knockback Level 2: Force Bolt (A) Kinetic Crash - Damage/Knockback (11) Kinetic Crash - Accuracy/Knockback (11) Kinetic Crash - Recharge/Knockback (13) Kinetic Crash - Recharge/Endurance (13) Kinetic Crash - Damage/Endurance/Knockback (15) Kinetic Crash - Accuracy/Damage/Knockback Level 4: Energy Torrent (A) Force Feedback - Damage/Knockback (15) Force Feedback - Accuracy/Knockback (17) Force Feedback - Recharge/Knockback (17) Force Feedback - Recharge/Endurance (19) Force Feedback - Damage/Endurance/Knockback (19) Force Feedback - Chance for +Recharge Level 6: Insulation Shield (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (21) Luck of the Gambler - Defense Level 8: Hasten (A) Recharge Reduction IO (21) Recharge Reduction IO Level 10: Power Burst (A) Kinetic Crash - Damage/Knockback (23) Kinetic Crash - Accuracy/Knockback (23) Kinetic Crash - Recharge/Knockback (25) Kinetic Crash - Recharge/Endurance (25) Kinetic Crash - Damage/Endurance/Knockback (27) Kinetic Crash - Accuracy/Damage/Knockback Level 12: Dispersion Bubble (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (27) Luck of the Gambler - Defense/Endurance (29) Luck of the Gambler - Defense/Endurance/Recharge Level 14: Fly (A) Endurance Reduction IO Level 16: Sniper Blast (A) Force Feedback - Damage/Knockback (29) Force Feedback - Accuracy/Knockback (31) Force Feedback - Recharge/Knockback (31) Force Feedback - Recharge/Endurance (31) Force Feedback - Damage/Endurance/Knockback (33) Force Feedback - Chance for +Recharge Level 18: Repulsion Field (A) Kinetic Crash - Damage/Knockback (33) Kinetic Crash - Accuracy/Knockback (33) Kinetic Crash - Recharge/Knockback (34) Kinetic Crash - Recharge/Endurance (34) Kinetic Crash - Damage/Endurance/Knockback (34) Kinetic Crash - Accuracy/Damage/Knockback Level 20: Aim (A) Gaussian's Synchronized Fire-Control - Chance for Build Up Level 22: Hover (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (36) Shield Wall - +Res (Teleportation), +5% Res (All) (50) Reactive Defenses - Scaling Resist Damage Level 24: Evasive Maneuvers (A) Endurance Reduction IO Level 26: Repulsion Bomb (A) Force Feedback - Damage/Knockback (36) Force Feedback - Accuracy/Knockback (36) Force Feedback - Recharge/Knockback (37) Force Feedback - Recharge/Endurance (37) Force Feedback - Damage/Endurance/Knockback (37) Force Feedback - Chance for +Recharge Level 28: Power Push (A) Kinetic Crash - Damage/Knockback (39) Kinetic Crash - Accuracy/Knockback (39) Kinetic Crash - Recharge/Knockback (39) Kinetic Crash - Recharge/Endurance (40) Kinetic Crash - Damage/Endurance/Knockback (40) Kinetic Crash - Accuracy/Damage/Knockback Level 30: Maneuvers (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (40) Luck of the Gambler - Defense/Endurance (42) Luck of the Gambler - Defense/Endurance/Recharge Level 32: Force Bubble (A) Endurance Reduction IO (42) Endurance Reduction IO Level 35: Explosive Blast (A) Force Feedback - Damage/Knockback (42) Force Feedback - Accuracy/Knockback (43) Force Feedback - Recharge/Knockback (43) Force Feedback - Recharge/Endurance (43) Force Feedback - Damage/Endurance/Knockback (45) Force Feedback - Chance for +Recharge Level 38: Nova (A) Force Feedback - Damage/Knockback (45) Force Feedback - Accuracy/Knockback (45) Force Feedback - Recharge/Knockback (46) Force Feedback - Recharge/Endurance (46) Force Feedback - Damage/Endurance/Knockback (46) Force Feedback - Chance for +Recharge Level 41: Power Build Up (A) Recharge Reduction IO (48) Recharge Reduction IO Level 44: Temp Invulnerability (A) Steadfast Protection - Resistance/+Def 3% (48) Gladiator's Armor - TP Protection +3% Def (All) (48) Aegis - Resistance/Endurance (50) Aegis - Resistance/Endurance/Recharge (50) Aegis - Resistance Level 47: Assault (A) Endurance Reduction IO Level 49: Tactics (A) Endurance Reduction IO Level 1: Vigilance Level 1: Brawl Defender - Force Field - Energy Blast.mxd
  4. A simple enough choice: just drop a huge bomb on your enemies, blasting them with massive amounts of energy damage and producing a gigantic mushroom cloud. It could be a ground-targeted power or a targeted AoE. Radial could provide -def like most radiation powers do, or maybe even chance to stun, hold, or blind them from the intensity of the flash and blast. To make it easy, you can even re-use the FX from the Warburg nuke. This power could work great for Radiation characters, as well as tech/gadget/weapon type characters for whom the other judgements may not be thematic.
  5. Wow, can I have some inf?
  6. Players attack other players in PVP zones in order to instigate PVP conflict. Locations in PVP zones where badges and other rewards can be earned are hotspots for this reason, as there will be a greater chance of encountering a player in these areas than elsewhere in the zone. You are being attacked while badge hunting because the enemy player is attempting to provoke you into fighting them. It is easy to assume otherwise, but jumping to conclusions and attributing every PVP attack on you to personal malice or attempts at griefing is unreasonable and unfair. When you enter a PVP zone you are implicitly accepting that you can and will be attacked at any time by anyone for any reason. The specific reason that you are attacked is irrelevant. In order to be fair to all parties involved and minimize toxicitiy and systemic abuse, all PVP must be legitimate in a zone where PVP is enabled. You cannot pick and choose what counts as "valid" PVP or else an unnecessary amount of time would be spent nitpicking and attacking other players over whether or not they are playing according to the rules. As someone who has spent decades playing games that featured heavily policed open PK (such as MUDs like Achaea), I can assure you that establishing complex rules on what is and is not acceptable PVP does not create an environment that is conducive to fun. If someone is preventing you from obtaining badges in the zone by engaging in PVP with you, then there are many options available to you in order to resolve this. For example, you can kill them until they get bored and leave, call your friends over to kill them until they get bored and leave, or do nothing and wait until they get bored and leave. If you are unable to exercise any of these options then I recommend that you improve your skill at PVP and expand your network of social contacts until you and your friends are capable of fighting off anyone who attacks you in your quest to acquire PVP badges. If you are willing to adjust your mindset on the matter and adopt a playstyle that is more appropriate for a PVP zone, you may find this more fun than getting attacked, killed, and going to complain about it on the forums.
  7. I guess if you have one hand, double click is a better option.
  8. I don't know what you mean by "find a shift key". It's always in the same spot on your keyboard and can be pressed instantaneously, since your hand is right there at all times. In fact, I would argue the act of simultaneously pressing the shift key and pressing the left mouse button is faster than pressing the left mouse button twice. You could definitely make it even quicker by binding it to a single keyboard key, but QERTF is already taken up for me by my power tray keybinds (I don't use 6-0.)
  9. deleted
  10. You probably need to switch City of Heroes to run the correct graphics card. Windows thinks the game is old enough that you can run it on integrated graphics instead of your 3080, and with ultra settings that's not strictly true. Note that this is no longer done in the Nvidia control panel. To do it on Windows 10: Search 'graphics settings' in the start menu. Under 'choose an app to set preference', select Browse. Go to \bin\win64\live in your CoH install folder and select cityofheroes.exe. Click City of Heroes, make sure 'High Performance' is checked and that the GPU selected is your 3080. I'm not sure what the process is in Windows 11.
  11. Shift click is probably safer, since after testing the double click threshold seems pretty low.
  12. Buy a Mission Transporter from the P2W vendor and never worry about having to find a door again. Prestige Powers -> Travel -> Teleport Costs 1 mil, but that's dirt cheap, just email it to yourself from an alt or ask someone to spot you the cash, or sell two rare salvage (you should have at least two by the point you're doing stuff in Faultline.)
  13. It's not griefing to PVP people in a PVP zone
  14. Well, thank you for correcting an error I made over two years ago, I guess. I do think absorb shields are cool, but I'm biased because I've been binging FF14.
  15. just use vulkan 4head
  16. Well, currently, there are functional Linux emulators for Android, and that's what sparked the idea for me in the first place. I can run CoH just fine with Wine on 32/64 bit architecture. Could I run CoH on Wine on an ARM architecture, or, better yet, Windows 10 on ARM?
  17. I mean, that's not ENTIRELY relevant. People with big phone screens and tablets will be better off. I don't expect it to be entirely PLAYABLE, just functional, like a proof of concept "hey, we did this thing, even though it's useless" idea. I would love to figure out how to port stuff like this to Android. I'm wondering if something similar to FF14's cross hotbar could be implemented? Jobs in FF14 have LOADS of abilities, more even than a CoH character, and people play that just fine on controller, albeit with a very special hotbar setup. I'm thinking that you could use those kinds of combo button presses for CoH hotbar. Like, have the first hotbar, which is 10 slots, be bound to... X Y B A, L+X L+Y L+B L+A, and then LB RB? Or something like that. What I'm saying is that through mode shifting you could very easily have access to all your powers on a controller; it would just require a middleman to convert those controller inputs into more easily recognized keyboard buttons (like what the Steam Controller does.)
  18. Since we have the CoH source code, and phones can run some pretty intense games nowadays, how difficult would it be to compile an ARM-based client that can run on Android? Touch controls of course would be pretty tough (although there IS click-to-move), and gamepads wouldn't work very well, but provided you have a keyboard and mouse, it could in theory work. After all, people can run CoH on something like the Raspberry Pi so why not a modern smartphone or tablet?
  19. This may also apply to other Blaster toggles like Shinobi that provide stealth, as well as any newer powers that give a stealth radius or are otherwise tagged as 'stealth' powers for the purpose of mutual exclusion, so it'd be worth taking a look at those too.
  20. actually, a targeted AoE will knock people back based on the position of the caster, not the point of impact.
  21. When using /e food, a random piece of food (hot dog, burger, triangle sandwich) appears in the character's hand. However, an outside observer will see the specific item as a different one than the user sees. An easy fix for this would be to split /e food into, say, /e burger, /e hotdog, /e sandwich, and only have those specific items appear when those specific emotes are used. This would also make it less of a hassle to get the food item that you want, rather than relying on RNG. This was done with ledgesit previously, so it should be easy to do for the food emote.
  22. actually that was probably worded a little meanly. it's true that stupefy shouldn't break wormhole, maybe the knockback should be applied after the teleport? but all the hate on the KB proc is probably undeserved aside from the bugs it creates, knockback is one of the most powerful mezzes in the game. confuse/stun/hold are better mechanically, but none of those show up as frequently as kb
  23. knockback is great you're just using it wrong
  24. Update: My character's thumbnails are no longer bald?
  25. Hi. Yaoguai@Global Handle (yes, really) on Everlasting. My Beam/Ninja blaster has apparently defied the laws of code to glitch out in strange and mysterious ways. The GMs I spoke to suggested I file a bug report so that perhaps someone, somewhere, will know what's going on. 1. Katana appears invisible to other players, but visible to me. 2. Empty "Tanker Melee" powerset on the right side in the enhancement window, but not on my power list. 3. Beam Rifle's power effects are apparently firing from the knees, rather than from the gun's muzzle. At least, they are for the Resistance Rifle. 4. I created my character with the Club hairstyle and apparently, only recently after a respec, did I notice that all my costume thumbnails (and the bio thumbnail) show my character as bald. No other hairstyle appears to do this, and it appears to re-occur when selecting the Club hairstyle again. According to GM Crumpet: "All the GM's I've asked, and some of the others with experience of other servers like Manga and Michiyo are all utterly mystified by this. The only suggestion was to revalidate/ verify and you have done that." I am forced to conclude that I have offended an actual demon spirit by choosing my character's name and the consequence is being mildly annoyed by trivial visual errors. Screenshots attached.
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