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tidge

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Everything posted by tidge

  1. Sometimes, but not always./ Perhaps a status affect application is forcing redraws..
  2. Invulnerability is hard to "get wrong", I see a few things I do differently (which I've posted elsewhere), with the primary points of difference for me: I never slot more than 3 of Shield Wall I 6-slot Preventive Medicine on Tankers. There isn't much content you should need "perma" Dull Pain for, but I smell what you are cooking. YMMV, but I like the Kismet unique in Tough Hide, and some Franken-slotting in Invincibility. On the offense side, I personally don't like taking Epic/Patron pool attacks to complete an attack chain. Dark Melee can feel like a lot of "waiting around", at least to me. Touch of Fear doesn't suck on Tankers.
  3. My Robotics MM still does a redraw when switching between the Pulse Rifle and the Mace. Am I supposed to visit the tailor to get rid of the redraw?
  4. JE certainly didn't come across well in light of the ED discussions. I have a narrow list of gripes relating to his leadership/game choices, and ultimately ED is pretty low on my personal list of gripes. If other Dwarven clans want to carve his sins into their Book of Grudges, I can't take that away from them. I'm amazed at just how much fun the game was (and still is) despite having huge amounts of pain early (the potential for crushing debt, the inability to truly FLY until level 14, gasping at the Blue bar, travel between zones, etc.) and the painfully tacked-on things like PVP, AE, and the Incarnate path/system, Shadow Shard, not to mention some later power sets with peculiar balance choices. I'm quite surprised that the IO crafting turned out to be as good as it *is*, but that took the fungible marketplace (including merit purchases) to really hit its full potential IMO.
  5. A few things come to mind: During Live: The market was pretty bad, and using the AE to generate Inf was pretty easy. Also, Inf was pretty much the only reliable way to kit out characters. During HC: The market is excellent, and AE hasn't really changed (modulo certain general game changes that also affect the AE) and we have multiple reliable ways to kit out characters. There definitely appears to be a number of folks that approach HC with a set of beliefs that resonate very strongly with "during Live" thinking, and a number of folks that view (some fraction of) HC changes as "worst idea ever", and some number of folks who are in both camps. Complaints about "marketeering" and "flipping" appear to me to be firmly rooted in some die-hard beliefs about the market, as well as generation of Inf, from the days of Live. (AE) Farming does serve an important role in the HC market, as it provides a reliable stream of raw materials for the (fungible) auction house. Some elements of (AE) farming have gotten worse for some farming activities... specifically for (nearly) automatic rewards that could be converted: for example Rikti Mothership Raids' Vanguard Merit conversions and never-ending Empyrian Merit conversions... but from my PoV those (especially the Empyrians) were like whipped cream, chocolate toppings, and fresh fruit on top of a pretty rick cheesecake... and that didn't really go away, except that a new level 50 has to grind out the same Empyrians after vet level 100 (or just live without them). I mention the last point because I believe it is possible for some Farmers to be bitter enough about the change to Empyrians to throw anger at just about anybody, including folks who make Inf from the market.
  6. And I came here just to gripe about the weapon redraw animation for MM's Patron Pool Mace Mastery!
  7. The Microfilaments (and DS, and Synth versions) are the only enhancement pieces capable of boosting Run/Jump/Fly with a single slot, MMV if the Endurance Cost reduction is also part of the thinking. As noted by @COH Radgen above: if a character has multiple forms of run/fly travel, slotting this sort of piece in Swift provides a boost to each.
  8. I am not a fan of the "dual" inspirations, almost entirely because they cannot be combined. I almost exclusively have them turned on (if I remember to do so) for MMs, since I usually have some pet (or pseudo pet) that can benefit from Red/Yellow. The MM ends up gobbling the others as they drop.
  9. I'm trying to imagine a suggestions forum where no suggestion is allowed to have potential shortcomings pointed out, and then folks who made the suggestion are left wondering why they didn't get what they wanted... and then I remember a local church with a "silent prayer" wall. Of course, I don't get to read those prayers so I have no idea what folks are praying for or if their prayers are answered.
  10. As near as I can tell, the "baseline" level of acceptable-to-devs direct rate of merits-per-unit-time for solo-play averages to approximately one merit-per-minute. There are ways to do "better" than this via conversion of other rewards, multi-boxing, alting against the daily/weekly timers, joining late to certain events, etc. I think the simplest way to accumulate merits with almost no special effort is to repeat the "Who Will Die #1" arc ad nauseum blue side, solo at x1. The first time is for 20 merits, the first repeat during a week is another 20. It takes less than 7 minutes (I've cracked 5 mins several times for full-kits) to do for at-level 20 characters (i.e. "not a level 50"), and is 5 merits each time.
  11. I start with: https://cod.uberguy.net/html/power.html?power=dominator_control.plant_control.carrion_creepers&at=dominator and then go to https://cod.uberguy.net/html/entity.html?entity=pets_creeper_patch there are three powers listed: Bramble takes Slow pieces: https://cod.uberguy.net/html/power.html?power=villain_pets.creeper_patch.bramble&at=minion_pets and has a target cap of 16, 20' radius Vines is a (pseudo)pet https://cod.uberguy.net/html/power.html?power=villain_pets.creeper_patch.vines&at=minion_pets that has two attacks Single Target Vine Smash https://cod.uberguy.net/html/power.html?power=villain_pets.creeper_vine.vine_smash&at=minion_pets that takes slow and damage and KB pieces Single Target Vine Thorns https://cod.uberguy.net/html/power.html?power=villain_pets.creeper_vine.vine_thorns&at=minion_pets that takes slow and damage pieces Carrion Creepers is a (pseudo)pet https://cod.uberguy.net/html/power.html?power=villain_pets.creeper_patch.carrion_creepers&at=minion_pets with one attack AoE (5 targets, 8' radius) Entangle https://cod.uberguy.net/html/power.html?power=villain_pets.creeper_entangle.entangle&at=minion_pets that takes immob and damage pieces. Note that any attack that does damage can take (and leverage) a "universal damage" piece. This power has another factor that (to me) confuses things: the patch "follows" the caster and summons vines, each summons has a chance to trigger more %damage... this reminds me of the way some AoE that target an area (rather than being cast ON an enemy) can apply %damage to enemies in the area of effect. I'd be lying if I said I could see precisely HOW to tell from CoData how this works under-the-hood (for teh wide variety of different powers), but from in-game observation getting a reliable "on-cast" application of %damage , I try to decide if that is "good enough" to stick with %damage.... Carrion Creepers turns out to be good "on cast" as well as "after cast"! TL; DR: Practically, I look at the powers in CoD and while leveling I slot an accuracy piece and then I play with different %damage and check the logs... often I create a separate tab just for "pet damage". This is how I determined my slotting for Shifting Tides, Corrosive Vial, Tornado, Singularity, Dark Servant, etc. as it is slightly more complicated than just trying to cram every potential %damage piece into every power.
  12. I've been underwhelmed by %Fiery Orb (and %Energy Font, FWIW) such that if a build is approaching 'tightness', those IOs are near the top of the 'chopping block' list. To extend upon @Uun advice: check the City of Data for pet/pseduopet attacks to get the best idea of which %damage pieces are likely to be. My default slotting (at level 50) for Carrion Creepers is 2xGravitational Anchor (for Accuracy/Recharge and Accuracy/Immob/Recharge) 3x %damage from Ranged AoE, and then one %damage from Slow.
  13. Sometimes I see the pre-reqs as "gates", sometimes I see them as "design requirements allowing for more powerful later choices". One example: no matter how weak the actual damage could be for an attack like Cross Punch, players would still be able to slot it with %damage pieces, so removing the pre-requisite picks would almost certainly mean that something else about Cross Punch would have to change, in the interest of balance. I know the mantra "sets aren't balanced around IOs", but there simply aren't a lot of examples of primary/secondary sets where AoE attacks are available without first having to choose something else. If there were no pre-requisites for power pools, I'd have characters with only Unrelenting (from Presence), Mighty Leap, Wall of Force and Unleash Potential (from Force of Will) leaving me with two other pools to pick from, and (in this example) 3 more power picks to leverage.
  14. This isn't a terrible request, as there are powers that could benefit beyond simple franken-slotting. There are 'new' enhancement sets (in the "travel power" category that *i* never consider using.. if this one didn't excite me I would simply choose to not use it. It would likely have to fall into a new category, with two sets... like Accurate Healing or "Running" (kinda sorta)
  15. I have a full set of Sudden Acceleration slotted into a (Robotics) MM's primary attacks. That character happens to bring a lot of KD anyway, and I wanted to also leverage the +MaxEnd +MaxHealth and +Global Recharge. I normally only specifically focus on KB->KD when: I can turn a damaging power into a (soft) control The power would otherwise scatter enemies 360° (Sudden Acceleration's piece is good here, as it is not unique in case the Overwhelming Force piece is somewhere else) In my experience most single-target and cone attacks become "soft control" with practice. KB from teammates IMO is not as problematic as enemy critter AI.
  16. @Yomo Kimyata care to explain? It isn't exactly straightforward to specify the "best spot" for all primaries, but there are two major considerations that Yomo explained.
  17. I can offer a few 'tricks' for dealing with runners... because some things are going to run no matter what. 1) There are Epic snipes of course, These can also critical! If the Primary contains a Build Up, the Snipe canbe a potent ST attack. 2) Combat Teleport, with a targeting macro is wonderful for melee. 3) Placate (Presence pool) should stop most runners when playing solo, but I haven't tested this with Scrapper variants. The AT-specific version does stop runners, and I know the pool variation is slightly different so I can't promise this one works as well.
  18. I always respec at 50. It is the easiest way to swap large numbers of enhancements I tend to recycle attuned PVP enhancements, non-catalyzed winters and Universal Damage pieces among pre-50s. I experiment quite a bit with powers, so while leveling I sometimes pick powers to test and/or powers I want only as mules... so power picks get shuffled via respecs when I am testing a new combination of powers. The only other thing I often use respecs for is to slot un-catalyzed enhancements into (a large number of) power picks to install crafted-but-uncatalyzed pieces into them, again to support recycling. If the AH price of a catalyzed piece is above 2M, and that piece is one I am pretty certain I'll use on a future character, I will do this using one of the many many catalysts I have on hand in order to have a previously catalyzed piece ready for a future character. The level 49 power pick and level 50 slots are convenient to use to pick a power to catalyze certain enhancement types... if I don't want that power in a final build and I am going to repsec anyway, I find it convenient to use those last four slots to catalyze extra Health, Defense, etc. pieces.
  19. Well-motivated vitriol is one thing, but this is where I think the vitriol is confounding the argument (and the hate!) Anyone who remembers pre-ED should also know that the invention system and the Incarnate system came after ED. "Crafting" was always IMO a weird sort of add-on to CoX, since the nature of the character engine and gameplay was such that "looting" is pretty much one-sided: players can collect loot from defeating enemies, and can only "lose" loot by their own actions. And the original loot was pretty much Enhancement drops (and Inf). "Base Crafting" was IIRC the first attempt at crafting (beyond combining enhancements) and with the brief period of PvP "base combat" this was I think the only way players could actually "lose" something crafted. I mention the "crafting" because despite whatever weirdness was attempted to be bolted onto CoX, landing on craftable enhancements was a pretty good innovation IMO. I'll disclose that I *hated* the craftable enhancement system on Live (but lurv it on HC) because without a fungible approach to ingredients and recipes there was simply too many unique combinations (recipes + ingredients) to be viable for a majority of players. As for Incarnates and grinding... absolutely the Incarnate system was established as a mechanism to keep players 'grinding'. I really did not enjoy the Live days of Incarnates. I remain cold to the Incarnate part of the game even today. Many players love it! Some don't feel "complete" without it... so implementing the Incarnate system clearly was a success (by some measures). The only obvious positive I see from the Incarnate system is that whatever dopamine hits it provides end up have zero affect on the level 1-45 game, as experienced by players. It really should be no mystery that the game's engine can't really provide a scalable challenge to high-HP characters with a ("pre-nerf") Regeneration set... especially if any sort of Resistances are in play, let alone minimizing enemy ToHit chances via "Defense Softcaps" or what not. There would have to be new/updates to enemy groups 35+ to do combinations of -MaxHP, -Regeneration, -Healing in order to provide a challenge... a small amount of this was added in the HC era but not enough (by my judgement) to balance a never-dying-because-always-healing character. Those sorts of targeted debuffs would murder pretty much all ATs!
  20. I feel that it was once CoH 'unlocked' levels 41 through 50 that the pre-ED effects of many-slotting of (Single-Origins, cuz that was the best we had) on game balance became painfully obvious. It was not just four more powers (in an era when the Fitness pool was not inherent and travel powers had to be unlocked) but all those extra slots(*1). I 100% agree with @JJDrakken that there are some serious rose-tinted perspectives on the pre-ED days. I won't deny anyone's good feels they got from ambitious slotting of certain powers, but like a lot of the early game this was IMO one of those elements that wasn't originally well-considered. I know it took a little while for the players to have characters that crept back towards (corner cases of) pre-ED performance, but long before Live's sunset we had that capability... and with HC making it straightforward for everyone to achieve just about whatever they want from the Invention system... there is no IMO reason to feel nostalgic specifically for pre-ED slotting(*2). (*1) I find it hard to describe just how much the extra slots and power picks from Issue 1 meant for *my* characters. I suddenly became less bothered about fitting Hurdle/Swift, Health, Stamina, 2 powers from a travel pool, and Hasten for quality of life... or investing slots in those to improve their performance, since I knew I'd get all those extra slots at higher levels. The Invention system (with globals and set bonuses) and the inherent Fitness pool IMO assuaged at least 95% of whatever grief folks should feel about "Enhancement Diversification". (*2) Unless of course, a player's "Regen" character was affected... but bluntly: I think the pre-ED ability to slot the Regeneration set is almost entirely the reason that set became an eternal target for the nerf bat.
  21. /agreed. Also: Enhancements require a power choice in order to be slotted, whereas Accolade powers have no such requirement. The choice to get a power that can take Resistance uniques isn't trivial for all AT, and for those characters that choose to use one of those globals, it means that they are using a slot to sacrifice the potential for some enhancement value.
  22. This sounds like another suggestion that is a long-ago leftover thought from a completely different era of the game... like from when Fire Tankers could get XP from DE Swarms by just standing around but Inv Tankers could not do the same.
  23. In the Homecoming era, I see the primary advantage of the Fighting pool to be the Boxing/Kick/Cross Punch progression/unlock and not the more classic, Live-era-thinking of "gimme Tough and Weave". Weave isn't nothing (base reduction in enemy Hits by ~1-in-20) but even for my characters that have it I rarely toggle it on. Toughness has IMO fared even worse despite being AFAIK the only non-Epic way to get a pool's Resistance power with as few as two picks. S/L are common damage types, but with the broad changes to Damage type attacks it isn't quite as much of a no-brainer to push S/L resistance as high-as-possible-no-matter-what-the-caps-are. Writing only for myself: I rarely take invest in the Fighting pool if I don't want Cross Punch. Pretty much the only times I plan on the Fighting pool in the HC era for: Non-"armored" characters that won't otherwise have a Resistance power to mule enhancements, and I'm not taking Sorcery "Armor" characters that have primary/secondaries mostly devoid of Resistance powers and can use another mule power (or two) at levels 44+ I guess the second is really a subset of the first! Ultimately what works against the Fighting pool for me is the opportunity cost both in terms of power picks and slot usage... so while I understand where the sentiment of the OP is coming from, I really can't get behind it. Power pools are intended to be extra choices to flavor characters and provide slightly off-brand powers that an AT wouldn't normally have... they aren't supposed to make the game (more) easy mode.
  24. Drive by observation on Force Fields for "Offenders": I like Force Fields because it is easy to delay/skip certain primary powers in order to lean hard(er) into the secondary attacks. I'm not a huge fan of Radiation Blast, but I love my Force Field/Beam Rifle Defender. Even with the HC changes to Force Bomb... I still don't like it. If you are trying to "proc-bomb" I absolutely would include a KB->KD piece in Force Bomb, otherwise the enemies get scattered minimizing the likelihood of another AoE attack's chances for %damage. I see why it gets a lot of love, but my dislike for Force Bomb has subtle motivations: I don't like the animation(s) Even though I opened this post with "skip/delay" FF primary powers, I mostly delay, but this one is a power I skip. If I really want an AoE %damage power that does "knock" for %damage, I'll probably lean into the Force of Will pool to get the cone Wall of Force earlier, even with the tradeoffs.
  25. In terms of graphics, I prefer Energy Aura over Dark Armor; in terms of performance I prefer Dark Armor.... but it is close. The main issue I have with Energy Aura is this: because it is a typed Defense set, I find it takes a lot more effort in the build to get to the levels of survivability I am comfortable with... and even then against +4x8 enemies (without incarnates) my Energy Aura scrapper struggles. I almost never have issues at +0x8, unless the enemies exploit a hole or debuff me (despite the -Debuff protection) Dark Armor is resistance based, and I am personally much more comfortable knowing I will take damage and how I will mitigate that. I find it easier to simply add some positional Defense to (all) my builds. Dark Armor has one HUGE drawback, the lack of an inherent Knockback protection... this is especially problematic because Dark Regeneration (the self heal) is PBAoE and if a Dark Armor character is being flung all-over-the-place then both offense and surviving is compromised. However: I find it very easy to build in 14 points of KB from enhancements on Dark Armor: +3 points from 3xGladiator's Fury (in any PBAoE damage power, like Death Shroud) +3 points from 3xGladiator's Armor (in any Resistance toggle, like Dark Embrace) +4 points from Steadfast Protection (in any Resistance power) +4 points from either Blessing of the Zephyr or Karma (lots of mule power options) 14 points is enough for every common source of KB except the 20 points needed for FREEM! The +4 KB protection pieces are NOT unique, so I find building Dark Armor for +14 makes it easy to also hit/cross the 20 points... but keep in mind that +10 points of KB protection can be crafted at a SG base. If for some reason 14 is seen as overkill, you could go with 12 points, but I think those PVP sets are something of a no-brainer for Dark Armor.
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