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Posts posted by tidge
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17 hours ago, lemming said:
Defeating the Nemesis GM from the invasion awards the Nemesis Plot badge to anyone in the zone when he is defeated. (Not to be confused by the Nemesis AV who appears in other places)
My bad! It must have been the lack of merit rewards I was thinking of.
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The Nemesis AV doesn't reward a badge, FWIW.
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As near as I can tell, this is (for many services and websites) a side effect of having some variety of privacy settings and/or script-blocking active in your browser. Certain VPN have caused this for me in 'private' browsing.
For the small potatoes sites, I can't blame them for implementing a Cloudflare check... It is a blunt instrument and the easiest to choose. The big players (ehem... Goo-lnow-who) seem to only want to collect user behavior and digital fingerprints so user punishment is WIA.
There are a small number of sites I use that are effectively disabled with the highest possible security settings, but through some targeted changes of my own choosing I can regain full functionality. I have yet to figure out a way to achieve this with any site that goes the Cloudflare route.
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On 9/17/2025 at 3:31 PM, Maelwys said:
I always skip it on Melee ATs, personally.
Combat Teleport on the other hand...
I also lurv Combat Teleport on Melee, and I happen to find the necessary investments to have Fold Space (in power picks, in slots) to exceed the budget. Once I factor in the small, marginal value it brings to teams... Fold Space is an an easy pass for me because it is gated behind Combat Teleport.
I'm aware that this power is the category (with Hasten, Venomous Gas, Acrobatics, etc.) where some folks see criticism of the power as heretical... but for me it is just another power that looks good on paper and it seeming to make a difference for someone else's build and play style it doesn't mean hat the power is going to make an improvement for someone else's build and play style.
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In my experience: multiple Sentinels on a team simply increases the chances that ONE of them will remember they have Vulnerability to use.
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Baat'Zul is a Christmas Movie.
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Keep in mind that for high DPS-scale characters, every %proc is a lost opportunity to slot a piece that enhances something like Damage, Endurance Reduction, Recharge... and franken-slotting costs some of the better Enhancement set bonuses. Blasters have two pretty good ATO sets, plus Purples and PVPs... so faster-cycling high damage attacks can perform better than slower, random damage. I'll make an exception on Psychic characters, just because so many high-end enemies end up resisting Psi damage that I want %damage of a different type to try to speed things up against them.
It's rare I use anything but a set's %proc in a single-target attack for DPS characters. Dehydrate with 3x Touch of the Nictus isn't a bad choice, even though it is 8-second base recharge single target... the %procs will do more damage than rying to enhance the damage aspect.
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On 10/7/2025 at 5:47 PM, biostem said:
Another note: You can add the -usetexenvcombine command line parameter to the Homecoming launcher to use a simpler rendering method for the game, to extend the life or up the performance a bit with your current laptop.
I wanted to post a public "thank you" for sharing this command line option for the launcher. My travel laptop (with no dedicated GPU) performs a lot smoother with the simpler rendering method.
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16 hours ago, KaizenSoze said:
I exited a PI Trick or Treat league today, because I refused to turn off my teleport prompt. I don't enjoy GM hunting, also the Incandescence pulse is bad on my eyes. So, I stay at the hotel and clean up mobs. I was told I was not being a team player.
I'm sorry this happened to you. After the three badges for those hunts... it is pretty much only merit rewards... which for some of us who want the *other* badges more than we want *those* merits, why not stay at the motel?
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5 hours ago, Maelwys said:
IIRC the rack/stack builds are particularly well done and things like sneaky undocumented damage buffs in BR disintegrate are factored in. (Even if my own Sentinel attack chains diverge a fair bit from them!)
FWIW, I like Beam Rifle a LOT better on a Sentinel than on a Blaster. It took me a while (playing regular content solo) to figure out how the BR set and the AT play best (for me). Sentinels play a LOT differently that other characters with blast primaries/secondaries.
^This^ Sentinel was (per memory) the first character to ever hit the HP cap for its AT without relying on a click power (but does have Accolades and set bonuses) Perhaps not the greatest feat of building in the world, but with an Energy Aura armor secondary this character became hella tough.
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9 hours ago, macskull said:
True, but not exactly relevant.
It's obviously not relevant to you in this context, but a response of "building a character to win in PVP is no different than building a character to win PVE" ignores that in one case a player is building to solve a game, the other case is building to humiliate another person.
The "just build better" approach ignores that pretty much any primary/secondary AT can "beat" 95% content, but this is not true in PvE, even factoring in the players' capabilities.
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5 hours ago, macskull said:
Needing to design and build a character differently for PvP is no different than needing to design and build a character differently for any other specialized task in the game. I could build a petless Beasts/Empathy MM to run fire farms, but it would be pretty bad at it.
In my time as a competitive athlete I learned that there is a difference between beating your best and beating other people.
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I appreciate @macskull revisiting the greatest hits of PvP in CoX. Request: do SG base raids next!
My personal take is that "duel mode" in arenas was about as far as the plan for PvP should have gone. Open world PVP isn't my thing (there is too much opportunity for griefing), but a more restricted sort of direct consensual engagement among a limited number of players would have been my top suggestion. We may as well have leaned hard into the 1-on-1 rock-paper-Dominators model.
An extension on my take: the game is practically impossible to "balance" (among ATs, among powers) so the PVP breaks the fundamental "design a character to take on the (PvE) world" and instead emphasizes "design a character to beat other players".
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5 hours ago, Major_Decoy said:
There's also Spider's bite: Global Chance for Toxic Damage and Assassin's Mark: Chance to Recharge Build-up.
Not wrong, but also not being slotted in Rage.
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20 minutes ago, cohRock said:
The incongruity didn't hit me until after I had slotted Gaussian's Synchronized Fire-Control: Chance for Build Up. I put it in the to-hit buff / +damage set Rage, but it holds for normal build ups as well. The proc describes itself as so:
I've been watching without triggering Rage, and it never seems to go off. If it only has a chance to fire immediately after activating Rage (or even normal Build Ups), what good is it? Sure it might stack a Build Up effect, but I would much rather have a more frequent effect than a stronger one.
Should it be auto-firing about once a minute, rather or not I have activated Rage?
A %proc in a click power requires the power to be activated. If it was in a toggle or auto power, it would have a chance to trigger on every tick of the toggle (per the relatively poor proc rate for toggles). If it was a global, it would just have to be slotted.
The only exception I am aware of is the Preventive Maintenance %absorb, which will fire (per its PPM) one the Health conditions are met.
The Gaussian's %Buildup can be interesting if it is slotted in a toggle ally-affecting aura... each ally (pet, henchmen) within range of the aura can help it to trigger... for the character that has it slotted. In practice this is best for solo Crabberminds (because their damage scales don't suck) or on DPS characters that always have large teams.
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Just now, Steampunkette said:
They're also pretty solid if you grab some Melee, slot them for survival, and dive into melee like a Light Form PB and mix up KO Blows and Cross Punches with your blasts.
My Sentinels always end up in melee, having the ranged attacks simply means I open without starting in melee, and once in it I have the freedom to select targets that are farther than 8 feet away.
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21 hours ago, LightMaster said:
As some of you may know, the Sentinel Archetype haven’t got their solid identity compared to other ATs. Being a “ranged Scrapper” proved to be fundamentally flawed....
I "know" differently. For me, they really do play like ranged scrappers. Part of it is that (unlike scrappers) I don't have to be in melee range of targets, part of it is that my Sentinels are hella durable (and I don't have a Super Reflexes Sentinel, FWIW). It takes a little getting used to the different ranges and target caps on a Sentinel, but that doesn't make them flawed.
Sentinels also happen to have one of the most useful debuffs in the game.
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IMO: Corrosive Vial is the only "numbers" reason to take Experimentation. I hate that Speed of Sound doesn't boost jump... so it is always (for me) "run fast, get stopped by a hedge, or run other toggles". I don't mind Experimental Injection, but it is like a ST ally buff that I choose to saddle myself with. I think I've always respecced out of Adrenal Booster.
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20 hours ago, MsSmart said:
So why not double the exp, inf and vanguard merits on the first pass, when repeated the merit gains, exp and inf gain drop to normal rates, and the third there are no merit gains and exp and inf are now halved, and keep every subsequent repeat
Homecoming already scaled back the MSR rewards (w.r.t. Vanguard merit conversion) once; it is unlikely that they'd boost rewards for MSR. There is no shortage of methods for players to get similar rewards... obviously low level characters have it harder, but it isn't impossible. For example, Ghost Falcon's mission can be farmed for Vanguard Merits.
I disagree with the sentiment that (m)any players want to re-run MSR consecutively. The pylon phase at least requires movement, the bomb-phase is helter-skelter so quick as it is a blink-and-miss-it, and the bowl phase is not much different than a do-nothing sit-and-farm. Some of us have turned the Drop Ship hunt into something a little different.
20 hours ago, MsSmart said:So it occurs to me, that many repeatable high value TFs tend to half the gains on the second pass, and once again on the third and subsequent...
I'm not sure what is being considered here? Weeklies are "once a week", only the first play of the week includes double rewards, after that rewards are the same as always..
SSA repeats, are sort of like weeklies, except the first repeat is 4x merits and the non-standard merit rewards are 1-per week too. There is a little bit of Reward shenanigans related to Giant Monster defeats, but those not on a rewards timer still drop same rewards (MMV by Inf, but Giant Monsters a poor source of Inf anyway). Market Crash has a special reward that is first-time only, but otherwise the rewards for repeats (modulo weekly) are the same.
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14 hours ago, Psyonico said:
If you're going to be on full teams often, I'd say that Support will do more than Assault. Assault will pull more weight the smaller the team size.
There are very few of my characters that don't opt for Hybrid Support. When I'm solo, I have very little need to do more whatever. When I'm on teams, I prefer that the teams do more.
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1 hour ago, Voltor said:
Set it so that once transformed there is a 10 second or maybe 30 second cool down before transforming again.
The typical time to wait to board a train is 10 seconds. The maximum amount of time I've timed when 'just missing' a train (or otherwise the conductor is being a jerk) is 15 seconds. I mention these times as a point of comparison for the proposed lockout periods.
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19 hours ago, Alpha Man said:
Hi I'm looking to start either a soldier or widow.
I am looking for meta builds for both and influence is no object. I know a few people in the community have an opinion on what is the "best" build for both.
You get 3 builds for each character. The only subtle issue is that for a VEAT character that picks "Crab", all builds will be stuck with the Crab backpack.
My personal preference is a Huntsman/Bane, but I used to take my body-swapping Fortunata/Widow through a LOT of crazy content. I preferred the Fortunata (despite it's reliance on Psi and Epic attacks) because of the extra amount of controls I baked into it.
The most annoying to play for me was a Crabbermind. It was a fun proof-of-concept but I found it to perform at a lower level than a Hunstbane.
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I want to say that I got an Astral merit on a sub-50 as part of a reward from the Pirate event.
As for SSA... I am somewhat certain that the reward option for Astral merits (at least as repeat rewards) doesn't show up until 50.
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If a player is starting to consider leveraging %damage from procs, here are some quicky rules:
1) If the power has a base recharge time < 15 seconds, it is probably a poor choice for %damage
2) AoE are generally better places to put %damage than single target
The alternative to franken-slotting is pursuing set bonuses... especially Global Recharge and Accuracy (for %damage powers)
Grok Imagine is SUPER!
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I wish I could blame The Flash seasons 6+ on AI slop.