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tidge

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Everything posted by tidge

  1. Even though there are a few instances of the following, mechanically I think CoH handles them clumsily. Stealth Missions - The closest is IMO Part 3 of The Strange Case of Benjamin A. Decker, with the Mayhem 'theft' missions as well. I don't really put 'Casino Heist' in this category. Core game elements like 'click a glowie', enemy perception, spawn sizes, power suppression... not to mention the concept of balancing rewards... all sort of get in the way of being able to design an appropriate mission where you avoid certain groups, "silently" take out others. I am not asking for Deus Ex type options, its just part of the 'world' that I imagine exists yet it is something we don't really experience.
  2. Frankly: I was Well Aware of the upcoming changes to Scrapper/Stalker Snipes, both in %proc rates, Range changes, %crit changes. It wasn't explicitly spelled out in the discussions I followed that Blaster snipes were going to be touched at all... so when the claim was made in a post subsequent to mine that ALL snipes were buffed... I was genuinely curious as to what I missed. Folk who make epic pronouncements and link to the patch thread (which I have read) but include a broad statement that there is a buff to a power where I am seeing some subtractions... I asked what I was missing. I fully expected to get either a response detailing how across Blaster primaries there was some re-jiggering and that explains the loss in range for (fast) snipes, or a flat out admission that the poster was wrong (ALL snipes DID NOT get a Buff) , and possibly edit the original post with the incorrect statement. I've been wrong about some things here, I've admitted it, I've made corrections to incorrect posts. It's not that big a deal to walk back an exaggerated statement, nor is it the end of the world to correct your own mistake without trying to blame the audience for reading what was written.
  3. Ooo... I like. I have always had the opinion that we couldn't color the green stabby effect so that it couldn't look like blood, but some energy pom-poms or fisty-electic-crackle would be spiffy.
  4. So close! I felt like it was from a JLA cover... The collar told me "Zatanna" but the eyebrows and pout whispered "Modesty Blaise".
  5. I don't think the Concealment pool needs any further buffs (all Widow buffs accepted!), but it would be more awesome for me if the Presence pool's Pacify worked like Placate to allow the crits. BTW, is that Modesty Blaise as your avatar? Zatanna?
  6. I genuinely do not understand why you make blanket statements that are untrue. Blaster Snipes were not buffed. You could have just as easily not included that incorrect statement.
  7. So why bother writing "ALL Snipes have been buffed"?
  8. Perhaps you should not have emphasized: Up to that point in the conversation, there were only two posts on Snipes... with my lament about Blaster (Fast) Snipes being the only specific one. Perhaps you should take the level 50+5 enhancement out of jumping to conclusions, and reconsider the slotting in defensive posture before trying to contribute to the team discussion.
  9. You did, right after I posted the ONE thing about the patch that non-plussed me.
  10. Is the lack of followup explaining how Blaster (Fast) Snipes got a buff (when they lost extra range) an indication that there really was no Buff and that such a claim was incorrect? I am open to seeing positives to this specific change, but I can't find any called out in the patch notes.
  11. To echo, my comment on the Snipe changes was about the range reduction for my Blaster's (Fast) Snipe, not a complaint about a Scrapper/Stalker Epic Snipe's internal change affecting %procs. If someone can explain how a Blaster T5 primary power got buffed by the change, I will patiently read.
  12. I'm non-plussed about the "normalization" of ranges for (fast) Blaster Snipes. My annoyance was solidified during a mission that included Council Marksmen in a large room: I REALLY did not appreciate that my Blaster couldn't shoot back at them without either moving towards them or waiting for the Snipe to be slow... assuming that they didn't hit me and put me back into "fast snipe" mode.
  13. Dominators are somewhat unique because perma-Domination is a game changer for the class. (plenty of discussion on this point is elsewhere) As far as %procs in attacks, I typically go for a 5-piece set bonus and the 6th slot will get a %proc, but only if I consider the chance for the proc to fire to be worth the investment in the slot. If the 5-pieces include a %proc I want to use, that attack will end up with two %procs... and that's pretty much the limit for my attacks... unless... Non-DPS AT characters that I actually want to deal damage may compromise and leverage as many %damage procs as possible, backed up with Accuracy and (in the case of control types) duration/effect of the power, such as Mez. For example: there are a LOT of %damage procs in the Hold sets, so for a Controller primary that gets a single-target Hold very early in the career, slotting the %damage procs in the ST Hold is a nice alternative to relying on P2W powers to defeat enemies.
  14. I don't want to yuck in anyone else's yum; I have a different opinion than some regarding "caps". As far as Defense goes, it's pretty much only my Super Reflexes characters and VEATs that have me at/above the Defense caps (solo). Those purple inspirations have an actual purpose. Chewing the floor isn't the end of the fun. I also tend to not go out of my way to hit the hard caps for S/L (or other types of) Resistance. This is not to say I advocate gimped Tanks, it's just that IMO characters not designed to soak up damage almost certainly have a better use for power picks, enhancement slots, and set choices. in a similar vein, chasing multiple %proc damage in the attacks from DPS-oriented character (especially single-target attacks) strikes me as something that ought to come after actually enhancing the attacks and finding useful set bonuses.
  15. Compared to many who have posted in the thread, I am a liberal user of respecs. Before going any further, I should note that I also make liberal use of unslotters to test the effects of specific pieces (and sometimes sets) within a power. I'm quite capable of doing the maths necessary to analytically test slotting, but I still want to test drive. I have several characters with entire second builds that were ONLY used for testing, but this can get expensive. Here is why I find myself using respecs: Patches. When the game changes, the character often changes too. Whole-hog unloading of slotted enhancements for recycling. With a large war chest this is less important, but prior to making bank this was common for me. At level 50, to make way for the hot new Enhancement sets. I play through regular content as I level, so my builds will have used sets in powers that won't match my level 50 build. Also, many PVP pieces move from attuned to level 50 variants (for boosting) A power simply doesn't mesh with the concept or play style. I won't list the various powers that have come with great recommendations but just didn't work for my toon. If it preserves your ego, just assume I know I'm playing it wrong.... whatever it is. I have one 'free' slot and I want to see how it can help in different powers. I'm not shy about sacrificing some movement increase, or Regeneration or Defense/Resistance if I can increase performance in Offense, or Endurance management... or vice versa. Unfortunately unlotting only lets me see what I am giving up and not what I am getting. I want to try a set of different powers. For example: If a set includes a Stun, I always give it a try... but in most cases I have been disappointed. Being willing to respec allows me to discover gems that other players don't discuss.
  16. This round of changes isn't inspiring any new builds, but it reminds me I have several characters to revisit and check on to see if my current power/slotting choices are where I want them to be. For example, I have a few characters that leverage pool attacks (arcane bolt, patron snipes) that may benefit from revisit, at least one character that could take advantage of stacking Power Transfer: Chance to Heal Self, and several characters where I will revisit the slotting of travel powers. I have one character that appreciates the change to Spirit Ward, and I now have to make some hard decisions about slotting it as a toggle.
  17. While leveling up my stalkers, I did not turn up the amount of enemies... not because too many were too threatening, it was because it was too tedious to deal with them as they scatter. Ironically, turning up the number of enemies all the way to x8 may mean that while some scatter, enough may stick around to keep you entertained. Obviously you have to be able to survive the ones that stick around. EDIT: The scattering of enemies is, IMO one of the two great reasons to take a Patron pool's Snipe. Of all the planned nerfs for scrapper/stalker snipes, it is the distance limits on the fast snipes that bother me the most. Some of those scattering critters can get PRETTY FAR away.
  18. I wish I could offer concrete advice, because I enjoy my Dark/Time Blaster, but I have taken more powers from the Temporal Manipulation secondary than I did the Dark primary! I can write: On PUGs, I play this character exclusively as a ranged attacker. This may seem like a throwback to another era, but I mostly use Blackstar to clean up large spawns, and only when it is "my turn". Aside from the "build up", "sustain" and "auto", the secondary gets used mostly for extra control against hard targets, plus some close-combat attacks (when necessary). It is possible you can make a Dark/Dark 'blapper' work for you; I haven't put any thought into it. If you REALLY want to be in close quarters as a Dark/Dark, I have seen many builds in the various Melee-oriented AT sub-forums that can probably serve (assuming the Endurance consumption of toggles is under control).
  19. I have a "simian", in addition to playing with the sliders for head dimensions, the face uses the Alien face, with colors adjusted (on a pattern overlay) to match the rest of the (huge) furry body. I wasn't completely sold on the eyes or hair, so: He got a hat I added an aura for the eyes Changing the default stance and using Beast Run helps with the illusion, IMO.
  20. I'll chime in (on yet another thread), that I think a simple approach to revising the MM primaries is to bake in the 'first' set of upgrades to all henchmen, freeing up a power:there is no reason why the higher tier henchmen require an upgrade power that comes before they do. replace the first upgrade power with some sort of (recharge instensive) buff pet (not a henchmen) The buff pet would then cover some of the gaps caused by downwards level-shifting as more of the T1, T2 henchmen appear allow for slotting of the aura pieces without having to pass on actually improving the performance of henchmen directly via slotting of the summoning powers. Personally, I don't care if such a 'new' level 6 "Buff pet" has to have certain compromises (for game balance purposes) like how fast will it expire (if ever), or if it has to be a toggle, or if it can be destroyed or not, or will the +Buff affect the MM too? What about teammates? My suggestion is motivated by the rather odd need to hit high-level henchmen with a lower level "upgrade", and the many primaries that lack a power that can serve as a mule for one-or-more Aura IOs. I'm NOT in the camp of "make upgrades auto", it's just that first (low level) one (appearing before the T2 henchmen) that seems so poorly motivated. As far as animations for a "Buff pet", simply steal the assets from other places like P2W.
  21. Poison trap (from Poison, not Traps) needs to be "fixed" first.
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