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tidge

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Posts posted by tidge

  1. 2 hours ago, Maelwys said:

    Is it really so much to ask that the "Medicine" pool provide better and more reliable healing than Sorcery Pool Spirit Ward with a Panacea proc in it? 🤔

     

    ^ This is my primary balance issue (with the Medicine pool, not the Sorcery pool)... even without considering the %proc, as a practical matter the %absorb is better than a heal (interruptable or not).

  2. Regular FREEM! was a surprise, but it is not insurmountable problem. Less than 10 points of KB protection isn't going to cut it, and frankly as rare as 12+ KB used to be, sure I can imagine the surprise felt by other players. Have more than 10 points of KB protection but less than 20 points? I suggest crafting a SG temp power for 90 minutes of +10 points of KB protection.

     

    I also don't usually have "softcap" defenses... although I do on my main MM... but I don't think that FREEM! is an autohit. My point here is that this issue could seem worse because of the larger spawn sizes and the slightly more resistant enemies sticking around longer.

     

    Even Eochai learned a thing or two from players about how to slot Bonfire!

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  3. A failure of comprehension on my part: I don't understand the first comment in this thread about Jack E. TBH: I don't remember there being a personal option to increase "team size" in the original game at launch, except of course by teaming up.

     

    If the comment was about "times change"... I suppose I agree.

     

    If the comment was to make a point about how HC is forcing (or not requiring?) players to team up... particularly in in "High Level Council Missions"... I suppose I disagree.

     

    If the comment was some form of side-eye about how Homecoming's management deserves scorn by invoking a commonly used bête noir, I shrug in disbelief.

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  4. 12 hours ago, zenijos10 said:

    People are saying Blapper, but Water/ NRG is also great at range.  Water works great from range, and NRG can add a lot of it.  Blappers arent for everyone.

     

    I say Blapper, because so much of the DPS potential from a Water/NRG is in the secondary Melee attacks:

    1. Energy Punch (melee, or pick Power Thrust)
    2. Power Thrust (melee, or pick Energy Punch)
    3. Build Up (More +Damage than Tidal Forces, I'd take both but only one of them early)
    4. Bone Smasher (melee)
    5. Energize (the sustain)
    6. Stun (melee)
    7. Power Boost (click self boost, don't overlook that a significant fraction of 'extra effects' are the stuns in the NRG melee attacks)
    8. Boost Range (click self boost, I suspect this was the power that made NRG look appealing to "range only")
    9. Total Focus (melee)

    I've played a variety of Blasters as Blappers, and also as Ranged-only. I have a few Ranged-only that went very light into the secondary.  My cautious advice comes from a place of my recognition Water Blast is a great Ranged set (although I think Water Jet is still inferior!), but IMO relying only on the primary for ranged damage (with this combo) has issues:

    • A huge amount of potential DPS is being left on the table
    • The options for slotting different types of enhancement sets is going to be quite limited without taking secondary attacks... and if you take and slot them, they should be used!
    • The control (stuns) from the NRG secondary are all melee, as opposed to other secondaries that offer ranged controls
    • The NRG secondary doesn't offer any thing like a PBAoE should the player get surrounded by more than a couple enemy critters

    This is not me trying to yuck in anyone's yum: I can imagine a circumstance where a player wants to play a Blaster, and also wants to find a secondary where they can skip most of the secondary powers (I've done it!), maybe to focus more on the primary, maybe to slip in a LOT of power pool powers, or whatever. When I made the choice to make a Blaster that avoided (as much as possible) the melee attacks in a secondary, I found that a nearly identical version of the character played as a Sentinel performed 'better' than the Blaster variant. The AoE was worse, but the Sentinel doesn't care what the enemies try to do to him and he can stand his ground.

  5. The post below was not directed at me, and I promise I'll try to steer my reply towards "high level (?) enemy revamps" (from thread title, I was assuming level 45+ content, but I don't know if that is really what the thread is entirely discussing)

     

    9 hours ago, Ukase said:

    1. Would you say that you spend more time than other players on figuring out the strengths and weaknesses of your characters than the average player? 
    2. Would you say that you're probably inclined to dig deeper into complex problems than the average player?

     

    I don't know what the benchmark is for the average player, but for this (points to self) player:

     

    1. For so much of the content, the "solutions" (i.e. how to complete the task) are both pretty well understood (by a LOT of people). Many of the "solutions" are common to most of the content, e.g. "button mashing" or "MOAR DAMAGE".

     

    2. I am self-convinced of my ability (within CoX) to see that there are multiple different ways to approach content, such that I don't get agitated when I see someone doing something different. To use a classic bit of forum flame-bait: We never go long without someone starting a new thread about how some PUG has done something wrong on a Positron 1, Penny Yin, whatever trials. There are well-tested tactics, but there are different ways to approach those.

     

    The page 7 revamps of enemy groups have (obviously, points to existence of multiple instances of this thread) made at least one player feel like their comfortable "solution" to playing content that includes the Council (*1, I want to circle back to this group specifically) is no longer "solving the problem" in a satisfactory way? We can still button mash against the Council and it is IMO still a completely valid approach. This hasn't really changed.

     

    (*1) Calling out the Council specifically, along with no other suggestion than "roll them back" has biased me to think that a significant fraction of that feel is not driven by concerns about game balance. From my PoV, the only annoying elements of nuCouncil are (a) FREEM! breaking up my rhythm, (b) more enemies with better resists *sigh* (c) surprise at the Nictus-infused enemies doing Nictus tricks (as they always should have, IMO). As many have written... these are speed bumps, not brick walls.

     

    The recent updates to Circle of Thorns ought to be more problematic (ehem, Tar Patch), I believe they are likely not seen as problematic because the old MOAR DAMAGE solution still works fine against the nuCoT. When Crey got its round of updates (MOAR Taunts, Confuses, debuffs) it was a surprise, it made them harder to face, and nobody is calling for them to be "rolled back!"

     

    TL;DR. Perhaps I am dismissing concerns about nuCouncil because I believe I have "dug deeper" into the complex problem of nuCouncil and have found that whatever that problem is turns out to be incredibly shallow.

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  6. It's a bad (but typical) RNG. I do a fair share of solo Giant Monster hunting in the off-hours... and while I haven't exactly kept stats I can offer some fuzzy numbers since teh salvage went live:

     

    I've accumulated well over 1.2K Monstrous Aether ... This is hard to know for sure, as I've had to convert many because of the inventory cap, and while I am relatively certain that character wasn't holding any prismatics at the start, it has 130+ accumulated plus 900+ Monstrous) and 64 recipes from the GMs I've defeated.

     

    It isn't possible to say exactly how many Aethers cam from which GM, but if we average it to 2 per defeat, that would be 600+ monsters and 60+ recipes.

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  7. 3 minutes ago, PeregrineFalcon said:

    I agree with you that Council are really more annoying than challenging now. That being said there's still nothing wrong with turning your difficulty down a bit or picking another enemy group to fight.

     

    As I wrote in one of the merged threads, the most challenging element of the nuCouncil was when I was soloing the (IIRC) level 35-40 Warshade arc, and after grinding through the penultimate mission I got to one of the con+1 Archons who hulked(TM)-out and simply pwned me... I had no other enemies left to do most of the Warshade tricks! I did have to rely on inspirations and a Shivan to defeat it, yet at no point did I think the game was ruined by suddenly giving me a challenge in the middle of an ongoing story arc.

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  8. 49 minutes ago, Rudra said:

    There are? How? The only other method I know of is through the two dedicated contacts that only give those missions, but you need signature heroes/villains for the Mayhems/Safeguards to get them.

     

    It is really easy to get the hero defeats, the Dakota Berg (Brickstown) part of Who Will Die? can have oodles of "named" heroes that count towards Hero defeats.... if you want to quickly unlock the Lord of the Mayhem missions (and don't mind side-switching).

     

    It is slightly more annoying to collect appropriate villain defeats without teaming up for some specific content (assuming that the team doesn't skip past the named villains who would count). At least by level 50 it is easy to re-run the PI Safeguard mission to get two villains from each instance.

     

    Back to the topic of the Council: By the time the game was sunset, per the Lore it made zero sense that the Council were so weak in content 35+. Per the lore of the game, they should have had common access to the sort of powers and abilities they just got on page 7. From my PoV it was an aberration that they were so pitiful and commonly available for players 45+. Of the original critter groups who "scale up" across multiple level ranges, they were obviously inferior.

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  9. I appreciate trying to add a meta-layer of personal enjoyment/challenge, but tying a reward (badge, whatever) to "never being defeated" has so many potential negatives from my PoV:

    • A trivial (or nearly trivial) ability to get the badge through "sitting" (in AE or elsewhere)
    • SO much potential for griefing and/or hard feelings (HAHA welcome to the PI league's team led by a level 6! or OOPS, didn't realize you'd all con at -10)
    • Debt badges actually serve a purpose (red-side accolades)

     

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  10. Just now, Lunar Ronin said:

     

    Not to mention that there are easier and less dull ways to unlock both mayhem and safeguard missions now.

     

    4 minutes ago, tidge said:

    The radios/newspapers are the way to get Safeguard/Mayhem missions (modulo specific badge unlocks), and the Tip missions are a nice change of pace. They are not gutter content.

     

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  11. 6 minutes ago, Eiko-chan said:

    Do we even play the same game? Malta and Carnival have never been the most annoying groups, at least not since Going Rogue. The groups added in Praetoria were the gold standard for toughness, and the new Council outstrips even them.

     

    I don't consider the IDF to be particularly tough; the most problematic thing about them is that so many of them don't move into melee combat. The IDF isn't a common enemy faction in radio missions, and IIRC they only appear as secondary spawns in level 40+ tip missions.

     

    At the end of Live, I would probably put Rularuu at or near the top as one of the most annoying groups to face at +4x8.

     

    EDIT: Upon reflection, I suppose the new Council remind me a little bit of the Animus Arcana, which can be quite annoying. I think it is possible for players to play the game without ever encountering those however. I liked that the Black Knights would regularly use Taunts, something that was added (or improved) for Crey.

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  12. I don't think the original post deserves a thumbs-down for the feels, but I disagree with everything in the OP.

     

    The Council was the preferred punching bag because they had mediocre controls, generally sub-standard resistances, and aside from from a couple of types that prefer to stand in place there was nothing about the AI behavior that made them especially annoying to face... they wouldn't teleport, phase, etc.

     

    The revamp has given the Council more than what most other factions have, but what they got is 100% in line with what I would expect 35+ level enemies to have... especially given the sort of Lore elements they are supposed to have access to.

     

    The only time I was annoyed (but ultimately pleasantly surprised) by the new Council was on soloing a Warshade. There was a final arc boss that became what I felt might have been a little too powerful for a solo Kheldian, but ultimately I treated it like a strategic challenge and dealt with it. I've noticed no real changes on PUGs with Moonfire or Hess.

     

    If players are looking for level 50 punching bags from radio/newspaper missions, there are still a couple of other factions that haven't been improved and can be pretty easy to mow down. Yes you might have to face *gasp*  Malta Sappers or *double gasp* Illusionists, but my experience is that those groups fall quickly to certain damage types.

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  13. I have my tanker's Chain Induction 5-slotted with Hecatomb, plus a PVP %proc. IIRC Chain Induction creates a pet that 'lingers', so %procs  shouldn't be a complete waste.

     

    Even though many of my builds utilize %damage, I consider it important to maximize a characters performance by leveraging set bonuses. Chain Induction straddles a somewhat arbitrary line for me because it's inherent recharge should be fine for a Very Rare %proc (4.5 PPM) but it is getting enough Recharge from the set slotting that the %proc chances for the 3.5 PPM pieces start to fall off. Since the PVP %damage pieces do inherently more damage than other (non-Very Rare) %damage, that is how I landed on my slotting choice.

     

    In the case of my build choices for that character, the sixth slot in Chain Induction happens to be the one that I would first move if I thought it would be better used elsewhere,

  14. If a power cannot be slotted with a "common" IO of a particular attribute, than the portion of any Hami-O (or D-Sync) that would normally enhance that attribute is wasted in that power.

     

    In contrast: Most(*1) powers that can accept types of enhancement sets and the enhancement set contains a piece with enhances an attribute that could otherwise not be slotted with a common IO, will be enhanced. A commonly misunderstood slotting suggestion is that putting Hami-O Membranes (+Defense / +ToHit / Recharge) in a power like Mind Link will improve the Recharge times, it will not. The ToHit and Defense buffs will be enhanced. However slotting Adjusted Targeting's (a ToHit buff set) Recharge piece will enhance the recharge.

     

    (*1) Some powers, such as Rune of Protection, have been coded to ignore Recharge, so even though it can be slotted with Recharge pieces from Resistance sets, those won't improve recharge times.

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  15. 5 minutes ago, Tankshock said:

    Thanks.  CoD has it as "exclude main target" so that makes sense.  So procs worked well on your tanker?  I'll try it.

     

    I have my 50+ Tanker's Thunder Strike slotted as follows (the build also has global Accuracy and ToHit bonuses):

     

    Level 16:              Thunder Strike 

     (A) Multi-Strike - Accuracy/Endurance: Level 50+5

     (*) Superior Gauntleted Fist - RechargeTime/+Absorb

     (*) Scirocco's Dervish - Chance for Damage (Lethal)

     (*) Eradication - Chance for Damage (Energy)

     (*) Perfect Zinger - Chance for Damage (Psi)

     (*) Explosive Strike - Chance for Damage (Smashing)

     

    I tried a lot of different ways to slot Thunder Strike on my Dominator, as well as trying a rather wide variety of approaches to to facing critter spawns... and I simply could not find a way to justify including it in the Dominator build. My disappointment with it is one of the reasons I rolled up the Tanker!

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