Jump to content

tidge

Members
  • Posts

    4040
  • Joined

  • Last visited

  • Days Won

    8

Posts posted by tidge

  1. On 3/23/2021 at 5:16 PM, 5099y_74c05 said:

    I would like to see the data and context behind this and no don't take this as "I don't believe you". This sounds like an overall AT balance issue which won't be fixed by nerfing a pool power.

     

    In the heat of battle, I don't pay attention that much attention to what other players are doing (with respect to 'click' non-attacks), but on teams I definitely notice a lot of buffs flying around such that I rarely 'need' Rune of Protection. I can only write that for the few characters of mine that have Rune of Protection, it is primarily for solo play.

     

    I'm not sure how serious to take the argument of "We want the timing of RoP to be more like other T5 pool choices"... when Unrelenting has a far worse inherent set of timers. I suspect it is the self-rez component of Unrelenting that is causing the timing to be so weird, but 99% of my own use of Unrelenting is for the buffs and almost never the rez.

  2. 4 hours ago, Sovera said:

    Combo points add a layer of awkwardness when we have our finisher ready to be used but not three combo points (easy to happen since things recharge fast but if we use extra clicks (heal, BU, FE, Consume, even Hasten). I find the combo points don't add enough damage to matter much and tend to just ignore them. If I have the combo points it's cool, if not the skill goes off anyway.

     

    I have two SJ characters (one Scrapper, one Stalker) and while I like the set, I also ignore the combo points. If I happen to be targeting a hard target when they come up... I will hold off until Crushing Uppercut is ready... but for many situations it is just an annoyance for me to pay attention to them. YMMV.

     

    Invuln/EM is a pretty safe build, and the new EM modifications )+tanker updates) have improved it. The pom-poms are far less visually annoying than the Rad Armor, IMO.

    • Like 1
  3. 1 hour ago, Ankhammon said:

    I didn't know about how Pacify worked... so, no ass strike till hidden?

     

    Pacify will not allow immediate Assassin's Strikes for Stalkers, nor will it benefit VEATs with their similar mechanic. As near as I have been able to determine, it has only one reliable use: If you find yourself in a long, drawn-out fight with an AV (and no other enemies are aggro-ed, you can use Pacify to give yourself some breathing room.

     

    Frankly: Pacify is such a nigh-useless power, allowing it to work like Placate does (but only for the AT that already have Placate) would make the power potentially worthwhile for a few classes. Ultimately I'd rather see the Presence Pool simply allow Invoke Panic as the second power pick, as their is so little synergy between Pacify, Provoke and Intimidate that having to take two of those first three is quite a punishment.

    • Like 1
  4. I'm a fan of the Presence Pool; one of my Stalkers uses it. Only considering the powers you have put in the build:

    • single-slot only for Intimidate. Without a new set for Fear, it isn't useful enough to justify any more slots. This is a fine candidate for an HO.
    • Pacify won't work like the Stalker Placate, if that matters to you.
    • 5-slot Invoke Panic with Glimpse of the Abyss. If you add a 6th slot for the %stun piece you can get some extra effects it looks like you are chasing.
    • I always try to 6-slot Unrelenting with Preventive Medicine. It is a very nice damage boost
  5. From memory, Jack in Irons is the only GM/AV that leverages an effective Fear attack. I'm not sure if it is a cone or not. It can make it annoying to solo him, but on any team it should be less of a problem.

     

    I partially suspect that the effectiveness of Fear (against players) is why we don't have a Very Rare (or PVP) Enhancement set that can be slotted in the general Fear powers.

  6. 14 hours ago, RogueWolf said:

    The thing is... I have no idea how to fix that. I'm sure a lot of people reading this are scoffing and don't even want to. But highly doubt I'm alone in thinking that teams are boring and we wish there was more opportunity for SOME level of challenge in missions from any given random PuG without having to host our own flashback missions with the settings cranked up. Because that's just not an option every time you want to play.

     

    When I run a TF, I try to get some sense if the PuG wants speed or challenge. I always go for "challenge", but if I don't advertise as such folks should assume "speed".

     

    For "Challenge" runs: (e.g. a low level TF at +4) I find that the players are usually busy enough and need each other's support to work together. I LOVE joining sub-40 level teams running at EXTREME difficulty, but not everyone feels this way.

     

    For "Speed" runs: I will usually split off from the main group on "defeat all" (if I am DPS) or if I am support I will pick the part of a fragmented team that can best use my support. I am capable of dashing to the end of certain missions, but usually there is another player who wants to do that so I will slowly eliminate groups to help other players get XP and inspiration drops. Another element of speed runs is that there is no real need for all characters on every mission... if you know the arc well enough, just head to the next objective.

     

    Either way... I am usually too busy for much chit-chat (MUST MASH BUTTONS), but I'll break when I can for some banter.

     

     

    • Thanks 2
  7. 10 hours ago, TemporalVileTerror said:

    The game is simple!  (And not actually a game, honestly.  I just don't know what this thing is supposed to be a picture of.)

    Choose an image from the https://hcwiki.cityofheroes.dev/wiki/Enhancement_Sets and ask the community:  "What the 'ell is That Thing!?"

     

    I'll go first.

    File:IO Sudden Acceleration.png

    What the 'ell is That Thing!?

     

    I always thought of this as one corner of some sort of skateboard.

     

  8. I have one Controller 50+ (petless)  with Rune of Protection (level 44) and another 50+ (Gravity) without it. I have one Blaster with it as well. I have never treated it as anything but an "oh ####" power, so the changes will effect me, but not in a terribly noticeable way. I expect it will hold the same utility for me if the Beta change is implemented.

     

    I like Flight as a travel power, and the added Teleport is useful (ehem, getting stuck behind a wall of CoT in the first mission of the Mortimer Kal arc) so Mystic Flight isn't a bad pre-req, but I'm not crazy about either of the second possible picks to qualify for RoP.... so my reaction is *shrug*.

     

  9. I have a Mind/Poison/Primal Controller that is fun to play. I relied on P2W attacks for much of the leveling, and still keep them handy for low level TFs.

     

    This is a "concept character": The fluffy part of the concept being that he essentially is accident-prone (and makes others prone to have accidents), the crunchy part of the concept was to debuff enemies and hit 'em with %procs for damage and control.

     

    I settled on /Poison as the secondary, but I didn't lean into it as hard as I would have for an explicitly MOAR BETTA build.

    • Like 1
  10. I made very few similar "wins" early in I27, but I hadn't gone back to the lvl 53 HOs since then. Congrats.

     

    On the flip side: a few of my characters made off with some lvl 52 and 53 HOs at what I thought were bargain prices... so I may have stepped onto the expected profits by some of us here. I felt like some of the ones I bought had been placed with expectation of catching some "big fish".

    • Like 1
  11. My suspicion (regarding placement of the +crit in an AoE) would be the hope of a greater chance of triggering the proc?

     

    My Scrappers slot the +crit piece in a single-target attack, usually the Tier 5, as part of a 6-piece set bonus. My slotting is motivated by:

    • The full set bonuses for the Critical Strikes ATO are pretty useful for Scrappers, concluding with a Global +Recharge bonus
    • Often the T7, T8, T9 primary attacks can better benefit from both +5 boosting (ED? bah!) and/or various amounts of franken-slotting.

    I'm not particularly careful about deriving optimal attack chains, but I try to have the +crit piece in an attack I will always be using (including for low level TF/SF).

  12. 6 minutes ago, Mr. Coffy said:

    I was just wondering the same thing this morning on PM %Absorb.  It would be nice if that was noted in the info section on the IO.

     

    It does still have a "random trigger", but it is based on the current fraction of character Health.

  13. On 3/19/2021 at 6:56 PM, MTeague said:

    Personally, I'd like to see Stalker Hide become an inherent, and for them to get the various powers that were ripped out of their armor/defense set to make room for it. 

    I don't expect to see that happen, mind you.  But I'd like it.

     

    Hide happens to be a very good place to Mule pieces from Defense sets, and it does need to be a toggle or a whole lotta 'escort' content becomes miserable.

     

    On 3/20/2021 at 7:21 AM, Carnifax said:

    It'd make Traps secondary less horrific earlier on.

     

    The Traps secondary (for Masterminds) is bad enough that the T1 and T2 powers ought to be swapped.

    • Thanks 1
  14. 14 hours ago, Supertanker said:

    I find this list handy: https://hcwiki.cityofheroes.dev/wiki/Enhancement_Sets

     

    The IOs with the Earth symbol are "global", meaning you get the bonus even if the power isn't running. This includes most of the Defense and Resist bonuses.

     

    I noticed Reactive Defenses' +Resist IO doesn't have the global symbol, but I know from experience it applies even without the power on.

     

    Here is a tricky one: The Kismet +Accuracy (really +ToHit) is a unique Global, but it only has an affect if the power it is slotted in is on (as a Toggle, or as an Auto power).

     

    Another subtle one: Preventive Medicine %Absorb will activate even if it is slotted in a click power, even if the click power is not being used.

     

    I have a minor peeve: referring to Global pieces (specifically the +Defense as well as +Recharge LotG) as procs.

    • Like 1
  15. Holy Necro! I have two stalkers, of them The Spines/Bio is a multi-target machine:

    • lvl 12 Spine Burst, which is probably my least favorite multi-target attack on the character
    • lvl 26 Ripper, (a melee cone, but a brutal one)
    • lvl 28 DNA Siphon, a %proc PBAoE
    • lvl 32 Throw Spines, the ranged cone, boosted to 42+ feet also with %proc

    This character is quite good at helping to grind through "defeat all missions" in x8 SF/TF... to the point where I almost always open up with one of the above attacks without bothering to first identify the 'harder' targets. 

     

    Since this is an AoE discussion: One of the fun side effects of Stalkers always having Hide toggled on is that the power is a perfectly acceptable place to include the Kismet +Accuracy (really +ToHit) enhancement which allows for slightly more %damage slotting from procs (which tend to work best on AoE attacks).

  16. I found War Mace to be a slog while leveling up, but it greatly improves with global +Recharge bonuses. For my War Mace/Invulnerability build, I ended up with LotG Mules for my last 3 power picks. My build does not use Hasten, but you may want to consider adding it as a temporary stopgap while leveling. (Possibly somewhere between lvl 20 and 30?). Alternatively, you could try to work recharge into the individual attacks.

     

    The good news is that Crowd Control (at level 32) is an awesome power when slotted.

     

    As with many DPS-dealing AT, I suggest that you have Build Up available as often as possible.

  17. On the Mastermind (MM)  sub-forum we've been having a discussion about a variety of topics, and one of the more spirited ones has focused on what is considered to be one of our favorite sports: "beating a dead horse", especially with respect to (my words) "allow the summoned MM henchmen to be automatically upgraded upon summoning".

     

    Typically, a MM primary goes like this:

     

    lvl 1: T1 henchmen summon

    lvl 6: first group of henchmen upgrades

    lvl 12: T2 henchmen summon

    lvl 26: T3 henchman summon

    lvl 32: final group of henchmen upgrades

     

    Full disclosure:  I appreciate what the level 32 upgrades to henchmen bring, at the point they are available in level progression. I level my Masterminds through regular content. I play a lot of door missions and SF/TFs. I'm extremely comfortable with summoning henchmen and upgrading them. I appreciate the "aura" buffing of henchmen; this has been a great quality-of-life improvement.

     

    My issue: I don't understand why as MM can summon henchmen (with lvl 12 and lvl 26 powers) and have to apply a lvl 6 power to give those higher level hench the first set of upgrades... i.e. "why don't the high level henchmen already come with the boosts from the lower level power?"

     

    My proposal: Bake the first set of henchmen upgrades into all henchmen, and replace the level 6 power with a recharge-intensive pet that provides a buff (of some sort, e.g. +Acc). The buffs could be limited to just the henchmen, if that helps preserve game balance, or it could be team-wide... I'm open on this point as long as it helps the henchmen.

     

    Cons (all relating to game balance, IMO):

    • There will be a boost to the performance of the T1 henchmen from levels 1-5. (I assume that all MMs take the lvl 6 power ASAP)
    • There will be a (variable) buff to MM Endurance usage since the MM won't need to cast the upgrade (if henchmen aren't dying, this is practically no buff, if henchmen are constantly dying this could be a bigger deal)

     

    Pros:

    • MMs without recharge intensive pets will get a power to slot with the aura Enhancement pieces, freeing up the henchmen to accept enhancements that actually boost their performance directly
    • A "buff" pet can help the henchmen which have trouble hitting/hurting higher-level enemies (because of the level shift), which preserves the concept of the MM having a power which improves the henchmens' performance.
    • The game already has resources for "buff pets" that can be recycled (from P2W prestige powers)
    • There will be one less "rentry graphic reapplying the power boosts" for henchmen who enter door missions.
    • Like 1
  18. 6 minutes ago, Gulbasaur said:

    I'm a grumpy old sod who thinks that everyone plays it much too safe with their builds, but I accept that that's a relevant distinction. 

    Heh. I feel the same, and I also make the same recognition that other players feel differently.

     

    I also take a different attitude to the Gaussian's %Build Up proc. I prefer to put it under my control in a Build Up power. If you are going to be on larger teams, especially with henchmen/pets, it is better in an aura power... but only if you are buffing the team. VEATs are intended to play this way, so as long as you always play this way, this will help you more. The Guassian's proc is essentially a "selfish" boost, in that in only works for you, so for my team I would prefer to boost the aura power itself via alternate slotting.

     

    VEATs will run VERY hot and burn Endurance like crazy. My experience has been that VEATs are one of the AT that I have to make hard choices regarding Endurance choices, more so than other AT.

  19. 18 hours ago, Vanden said:

    This is already on the Beta server, yo

     I checked the patch notes... and why the revamp is fine by me, it seems motivated more by the travel power revamps than anything else.

     

    I understand that it looks like there is an effort to balance out travel options... but just like +Travel is a QoL feature that used to be (much more) gated, I don't understand why the gate is still there for the other power pools.

     

    The remaining power pools have a mixed approach to the "synergy" between the initial power choices and the gated powers (some are perhaps better than others), so It confuses me as to WHY we have to gate any pool powers behind TWO (or more, if you want BOTH the 4th and 5th power) behind two other choices. I'm not calling for commonly selected pools to be inherent, I'm not calling for Hasten to be nerfed... I know I am asking for an indirect player buff, but I really I would just prefer that all the pools be gated the same way.

×
×
  • Create New...